top of page

Levels implementation and design!

Writer's picture: Dabrina♡Dabrina♡

Heelllooo!! I have started to implement my levels today so I thought I'd explain my process of creating levels and implementing levels.



When starting off the level design process I was originally drawing the levels on procreate (a digital art app) but I found that it was a little impractical and it took a while because I was drawing every element and it felt very unnecessary. After that realisation, I switched to a design app called Bazaart. Bazaart has a whole vector library which I used to my advantage. Using some of the shapes I was able to construct multiple levels without it taking an unnecessary amount of time. I was able to map out where power up boxes would go, where enemies would patrol, where there void rings would be and so on.


When it csme to implementing the levels at first I was a little stressed because I thought I had to drag and drop each platform into the scene, which would take ages, clutter the inspector and so on. It made me regret choosing a platform game because it seemed like an unnecessary amount of effort.

After doing some research I found out about tilemaps in unity. Every tilemap is a child object of a grid and it enables you to basically paint the level into the scene which saves so much time and is very practical. Acting like any other gameobject, tilemaps allow you to choose a layer, add a rigidbody or collider if needed and allows you to add most types of components. Tilemaps have their own collider which ensures the player will collide with all of the tiles (basically the platforms) without having to add collider to each tile that has been drawn into the scene. Along with tilemaps I used another feature of unity that directly relates to tilemaps called ruletiles. Rule tiles are scriptable tiles that have been written in C#. You don't actually script the tiles, but the tiles automatically place the correct adjecent tile meaning that you don't have to go back and fourth between the tile pallet (holds the tiles) and the scene to change the tiles to the correct ones. With these tools in place level design and level implementation has been a smooth process.


I have actually tried to create my own tilemap but it was a disaster so I have stuck to free assets :(.



That's all I have to discuss today!!

Thanks for reading!

Dabrina

3 views0 comments

Recent Posts

See All

Bình luận


bottom of page