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Level design basics, part 6

Blocks

It takes a lot of building blocks to make a video game level. Video games
are after all nothing but very sophisticated and complicated toy games.
You can start by making very small pieces of code, say ten of them. After

put them in separate files and connect them together. Using JavaScript
should do a good trick here. TypeScript defines code blocks, modules
and scripts. Forest campaigns are hard to make, but are real fun to play.

It is a great adventure, even if it is not a role playing game; and regard
less of the weather. Weather and weather conditions are two very
different things. Weather conditions are a clausal, all you have to is

switch a weather variable:

std::string weather{"sunny"};
weather = "rain";

That is a good way to implement into a video game. But weather is
something else, it's a cloud system. Very hard to make changing weather.

int weather_clouds{10};
weather_clouds+=1;

Pick the one you prefer and are capable of doing. So a major building
block could be a weather. Major building block here means 10 building
blocks put together. Or just one big one stand alone.

weather.cpp
void move_clouds(std::string land_index, int move);

land.cpp
std::string get_land(int index);

Connecting these two together:

wall.cpp
void make_wall(int x, int y);
void open_door(int weather_shock, int land_key);

Key here means a door unlock, related to a specific land part of the
map. The weather_clouds variable here is for calculating cloud
movement. As you can see, changing weather conditions and making

actual two or three dimensional weather are both hard, but still making
real weather is even harder. A good weather system is made in DarkFall.
A metaverse fictional world call Agon, has multiple planets circiling

around it. Counting clouds takes multiple variables, however:

std::vector<int> clouds{};

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