Level Management: A Bucket 'O' Walls
Setting up how a level works can sometimes be a tricky task, especially when the a games level appearance is more abstract than say a first person shooter where everything is as you would see it in real life.
My game is one example of these abstract level appearances. It Predominantly takes on a semi-top down dungeon style view where the roof of the level is missing so that the player can see inside the level.
The below video blog shows how I resolved a few issues that are inherent from this style. This is still a work in progress. However, I thought I would share my technique.
In the near future (once I have a bit more gameplay) I intend to improve this technique by making the walls fade in and out instead of abruptly being shown and hidden. This presents some challenges because, if I use a shader to do it, what will happen is that shader will affect all the walls when I set a fade because the shader will be attached to the wall material. I have a few workarounds in mind. However, I'll leave that for another time.
Thanks for reading and watching. I hope to show a bit more than the one room soon.
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