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

object oriented programming

Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster {     std::string memory_attributes{}; public:     void treck();     void track();     void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon {     std::string memory_attributes{}; public:    void use(); }; void Weapon::use() {   ...

What does a good game consist of? (part 19)

Programmer's Role in Game Development -part 1: Better Code Organization This will be a bit different blog post compared to the previous. It will be a sub-series of the role of programmer in the game development. The first part of the sub-series will explain how a game programmer is more effective alone or in a team. Code organization is in my experience essential, as the amount of code quickly increases, especially if the game has many features. It includes: knowledge of the programming language, APIs, dev kits and make sure you know the techniques with which will you finish the project  list of steps to get there a clear to read and understand GDD a clear task list don't rush to learn everything about everything related to your project-set to make a project which you can actually handle(=have learnt 98%-100% about it) There you go, one step closer to understanding how to make a classic game.