Basic Level Design
Level Design - Who Needs It?
Turns out everyone actually.
The level design concept for this game was to have the whole level mapped out in the scene along a long strip which the camera tracks along over a set duration until it reaches the end wehre the final boss for the level waits.
Terrain
The background terrain is made up of several layers. a Water layer as the bottom of the pile with progressive background tilemaps to make up the ties of the island that make up the majority of the first level. Its a little sparse at the moment as this is still early days of the design process but eventually enough flash and ground clutter will be added to liven up the background.
Buildings
All the buildings in the map have some level of destruction associated with them, either the entire building blows up when shot or the weapon emplacements attached do. currently serves no gameplay purpose excep to block shots at the enemy though the intent is to give each destructible object its own score value.
Enemies
Prefabs, sooo many prefabs. Coming up with a multitude of enemy types and configuring their prefabs has taken up the majority of the development time on this project so far. but once I have a varied set of enemies constructed the rest of the level editing process becomes easy. Just copy, paste and place.
Files
Get Hailscorn: Fire From the Skies
Hailscorn: Fire From the Skies
Version 0.7 Into Cutscene, Better Transitions and locally stored Highscores
Status | In development |
Author | Barnaby_MJ |
Genre | Shooter, Action |
Tags | 2D, Top-Down |
More posts
- Documentation + User GuideOct 14, 2023
- UI, Sound and PolishOct 09, 2023
- Menus and MissilesSep 29, 2023
- Enemies and InteractionsSep 21, 2023
- Player Movement and Controller SupportSep 08, 2023
- Game Concept DocumentationAug 27, 2023
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