Skip to main content

Level design basics, part 10

Example level design
Gladiator arena. There are 2 secrets in the level. The combat area
4 meter radius circle, or 16 square meters. Secrets are triggered when
killing target number of opponents 3 times in a row. The opponents

are animal beasts, monsters and other gladiators. The high score in
the single player game affects the campaign goals. 

gladiator.bat
2 secrets
set circle(4)
trigger target

Arena is actually very large in this level, even though it might not sound
that way. Experience is hard to get in this level. Experience points, more
specifically.

Exercise
Make a level script file set.

Graphics
That's probably the role of graphics designer, but making 3 dimensional
game design objects is a part of level design as well for better imagining
when writing hard source code.

class LevelObject
{
    std::string type[50]{};
public:
    int create();
};


Script code was mostly used by JavaScript and Java. And macrowave
flash. But it is still important as it is essential. It can be used many time
to sort the use of source code of any coding language. That's what is

used in unreal engine 5. Coding a level is actually harder than level design,
but they are both equally important and have to be related. It is important
to under stand imperative programming as it sorts level functions correctly.

class Level
{
    MainActor build[50]{};
};


Comments

Popular posts from this blog

static mesh render

Static mesh is a data compound of a three dimensional object in time and space. To render one, it takes a one big storage file that contains all the data about the object. That data has to be stored on a disk drive. The really tricky meshes to render are the flying ones. It's a completely different air pressure. The data gets written to a game memory log, it's a massive multiplayer online game, otherwise in the cloud, like Steam. To render one, the data from the level and monster data files to the monitor handling chip. Monitor handling chips vary based on personal computers, lap tops, operating system, processor and graphics car. Before a three dimensional object can be rendered it has to be fixed on memory, either random access memory or the disk drive recovery point. A three dimensional object data can take quite a large amount of memory, especially those used multiple times. Steam Cloud has it's own of handling data, so that it is persistent. A level is made of static m...

object render

To render objects with c++, it is first required to load them on the engine's heap. After loading the object it has to be integrated into the game engine's allocated memory. void integrate() {     direct_x_node.call(); } Modern games(after doom 2) take an insane amount of heap memory. Integrating all the objects on the level, can take 400 mb or random access memory (ram). The same memory has the chip effect on the working of the central processing unit. To completely render the object, the first step is to load all the textures, shadow models, parts, particles, inner model, render the object on the level map, all the corelations with the heuristics. It is very hard to render the inner part of the objects, such as anatomy or infra structure. While it is perfectly fine to just render the inner part to not be displayed.  The anatomy of a player character or non player can be seen on the outside, and the internal strurcture of a level object such as a building, including the ...

object render, part 4

Object is either two dimensional, or three dimensional. Even abstract ones. People imagine c++ game objects as a part of a class on a graph chart, to understand the game and development mechanics. But they are really two dimensional, iso metric or three dimensional. They can be seen on the level or the level map, in other words, about 90% of used classes. Even server objects can be seen on the game, if there is any blue print or underlying real world net working mechanism. So in other words, the class objects can be used in game. They have to be dimensional. //PvE class Monster {     std::vector<int>  head_memory{};     std::vector<int> body_particles{}; public:     int get_memory(int element);     int get_particles(int element);     int get_head_memory_size();;     int get_body_particles_size(); }; Monster's head memory is used for AI render, the body particles list is used for rendering. 60 frames per second...