Posts Tagged ‘Level Designs’

With all the components ready from the tutorial I did I decided to build from that project and make it into Cancelled?. Using my sketches I created a block out of the level with some changes made through personal testing.

Sketch of sections one & two.

Scan0096Block out of section one.

Level 1 section 1

The only difference I made to section one was the inclusion of moving platforms in the cave instead of several jumps from side to side as well as an elevated plane for the extra life to stand on. I marked the spikes with a red texture to indicate them clearly.

This is the first secret area in the game which will be accessible by performing a wall jump with an extra life as a reward. I currently do not know how to code a wall jump in unity but I have an idea, if i remove the script which stops the character from sticking to the wall and use the slip material on all walls I want the character to slide down and left the walls you can wall jump on sticky you may be able to wall jump.

Level 1 wall jump

wall jump demenstration

I attempted the theory and took out the friction code and added the material. This part of the step worked perfectly making the walls with the material slippy and the ones without sticky but because of the direction the raycast shoots (down) you cannot jump while attached to the wall so I would need to know how to code a separate raycast or make it fire down, left and right. This is something I will look into later on if I have time. I feel if i add it to the existing code it would stop my jump because the raycast would then require a hit at left, right and down to enable the jump command.

wall jump attempt code

wall friction texture

I also tried to add a death tag which would kill the player when they touched an object that used it. This would be placed on spikes and down pit falls, things that should instantly kill a player. However the script would not work Unity did not complain about any errors and I copied  and modified the hurt tag script yet the player would not die on collision or lose any health. I left the failed script in there as well as the tag and just marked it out of use.

Failed Death tag script

Block out of section two.

Level 1 section 2

Level 1 bridge

Section two of the level however stayed mostly the same except with changes to the directions the platforms moved. I highlighted the area of the bridge I wanted to fall with a black texture to make it very clear as well as marked the enemy with a green colour. The enemy use to be able to run through all walls ignoring collision which was a real problem, luckily the solution was simple I just needed to add a ridged body component to the enemy like the player. Though I don’t have a combat script in place you can knock the enemy cube on its side and it’s movement speed is more than halved allowing the player to defend themselves in some way, a happy accident. I also did not add the destructible bolder or the one that chases you in section three because I was unsure of how to make the character damage the bolder, make them explode and in the case of the one that chases you make the platforms it touches fall these are all things that would require coding to perform and would take some looking into.

Sketch of section three.


Block out of section three.

Level 1 section 3

I only changed the spacing and direction of platform movement in this section as well as removed one of the speed up items as it was more of a hindrance then a help in my test runs. The speed up also increases the distance you can jump this will be made clear in the tutorial with floating text and is the reason why the first platform is so far away.

Level block out as a whole.

Level 1 full layout

I decided to add a wall at the beginning so you cant run off the stage straight away. overall I think the block out has gone well and everything is in place to have assets built and placed on top of them. Play testing the stage has pointed out a few flaws with the way the jump is set up as you can only jump if the center of your character is touching an object because of how the raycast works meaning if you fall on the spikes nine out of then times you can’t jump meaning you cant die because you cant collide with them a second time and you cant escape meaning your trapped. The script from the first tutorial seemed to have a jump set up that would fix this but the scripting for that was done in C sharp instead of Java so I’m unsure how compatible they both would be working together withing one model as the wall collision script it would need to get the information from would be withing the Java script. I also modified the reset script from the first tutorial so it moves the player to the correct spot to fix the endless drop when you fall down a hole. This will stay in place untill I can use a proper check point system.

reset script

This is a map of the Paragon Station level with all the assets we have in place so far.

Paragon Project screen 1

I took this into Photoshop and highlighted areas where I think spawn points weapon drops and events should occur.

Paragon project screen 2

I tried to space out the spawn points so no one would start the game to close to one another, I also made sure there was plenty of cover near them to try and prevent spawn killing giving the player chance to get their bearings and get back into the game. I scattered some of the weapons into hard to reach spots like inside the hotel and on top of the ticket office these will be more powerful weapons than the ones scattered out in the open around the map. This rewards the player for searching as well as providing a good vantage point to use there new gun.

Interactivity with the assets:

These are some of my thoughts on how the assets could be used interactively and not just sit there setting the scene.

  • With things like the flower cart it would be nice if the wheels on the cart could be blown off causing it to tip to one side or fall completely to the ground, or even be pushed by a player for mobile cover. being able to move the cart would also allow it to be used to access areas that were out of reach adding more of a puzzle element. If someone jumps into the flowers an array of petals could be added so it looks like there been knocked into the air as people go past them.
  • The buckets could be used as projectiles throwing them to detract or stun an enemy, it would also be nice if you could put it over someones head which would blind them.
  • The buffers would grant partial cover to a player and may be climbable allowing access to the roof of the train.
  • The sacks could be used as cover or dragged and stacked to create a platform for you to climb up to areas which were out of reach.
  • when you shoot a newspaper it should play an array of papers being flung into the air this could provide visual cover for a player if they are running from someone.
  • All windows should be breakable and is they are on an accessible building then you should be able to jump through the window allowing quick escape and access to the building.

I came up with all of these points by thinking of the object in the real world and what it could be used for then picked the functions that would be relevant to the style of game that is why I did not list being able to fill the buckets with water or buy a bokay of flowers and smell them, as you would not think to do that in a shooting stage it is more cover, access and diversion orientated. Having things function as you would expect them to helps keep the player immersed that is why you need to be careful of what is destructible and what isn’t because if a player could hide behind a stack of newspapers and the bullets cant pass through the player shooting will get angry and question why paper can stop his fire.

This is my initial idea for the first stage of the game, it has a rough indication of obstacles and items, this will give me a good starting point of the structure I will need to create in Unity and what sort of code I will need to fined like how to make platforms move.



I dropped my sketches into Photoshop and worked them up the following are the rooms at 2 different stages in their completion.

coloured room

coloured roomv2

coloured hallway

coloured hallwayv2

Coloured downstairs

Coloured downstairsv2

I started designing the players house by drawing a grid and making a plan of what would be placed were:

Player house floor map

As my idea for how to create the prototype game evolved I decided not to do a top down game were the character walks around and go for the more digital novel style like Persona 3 portable used were you see a still of the area and all the characters in it and click on them with your courser to interact with characters, objects and doors.



I felt this would allow me to do more detailed backgrounds faster than trying to create all the sprites. I did use the floor plan I originally created for the layout of the rooms.



Here are the Screenshots of the final version of the Little Red Level:







To fulfil the brief we first got into groups and brainstormed ideas of books to base a game on, we came up with several fairy tale story’s like Snow White, Sleeping Beauty and Little Red Riding Hood, but in the end we decided to go with the Little Red Riding Hood survival concept we came up with. We then expanded on the idea and decided to set it in London around the time of the Jack the ripper killings. We then researched maps of London and old architecture as well as some of the information on the ripper killings.

With all the information gathered we then plotted a route on one of the maps this would be our level. We then drew a map with rough scale measurements on how long the streets should be and how wide the alleyways were. I then took this map drawing and worked together with Ryan to make a copy in Google Sketchup, we also added the points were you could hide, couldn’t access, tutorial points etc. with colours and added a key so we wouldn’t forget and the rest of the group could understand easily.

With the basic layout made everyone in the group made their own houses to put in the level, this was there would be more variation and make it look more visually pleasing then a level populated with just one or two buildings. I was very pleased with my building design and used custom textures. I also make the sides as septate panels this way my house could be put next to another one without bits sticking out the side and if it was at the end of a street you could just slide a panel onto the building. I also made street lights, lanterns, fruit stand and a wagon these were to be used to add more detail to the streets and the fruit stand and wagon were going to be used as roadblocks in some areas stopping the players progression.

We then started to place all of the houses on the map, we each took this in turns before we broke off for Christmas. For the holidays we each were given one section of the map to do and I was given the job of positioning the houses in the upper centre area, the lampposts and creating the roadblocks (as mentioned earlier). We all then met up before the hand in and combined all our separate files to create the final result.

Overall I am happy with the final outcome; I also think our teamwork was good because everyone finished their tasks and communicated with each other sharing thoughts and opinions as well as help if something wasn’t going right. But if we had more time I would have liked to add more custom textures and have a wider verity of houses. I also think the wagon could have been made better if I spent more time on it or used the warehouse to get existing models and combined pieces to make something new that looked like it fit in the time period.

I decided to take the map I made in Sketchup and make it into an RPG world map and then make a game for it using RPG Maker VX Ace. Here is the progress I have so far:

Original model:

level concept view 1

RPG Maps:

RPG Maker Screen1

RPG Maker Screen2

RPG Maker Screen3

RPG Maker Screen4

RPG Maker Screen5