Skip to main content

Level design basics, part 16

 MAP DESIGN

A map design is a part of a level design. An essential part, actually
. It covers a lot of level parts from the top down view, including AI
script and objectives. Index mapping: is a technique used for design

ing and generating maps. Use small numbers: 0, 1 and 2. To generate
a informational file that holds the level. As core mapping. Some
where near the maps middle.

0 0 0 1
  0 0 0 2
0 0 0 1

This is a terrain generation pattern, that makes the engine draw the
map, on the three dimensional monitor screen. Information is process
ed through the game; from the processor and random access memory into

numerical draw. A good user interface, has good map graph ics and a
two dimensional map. This is important, because all level information
data is stored in the same file: the three dimensional level map AND

the two dimensional carryable map. The latter is basically terrain
sequence patterns forming map with artificial intelligence positional
movement. Business map is an important meeting part of enterprise

corporate companies, to cover all the facility building issues.
If you use this technique in video game making, the video game making
company's can make a situational awareness map actually in the game.

Designing a map is a lot of hard work. Making sequence patterns for
articial intelligence living beings is not a cake walk. If you ever
played America's army 2, then you remember the almost impossible to

pass in less than 5 minutes infamous bridge crossing and special
forces missions. The bridge map sounds like three main buildings to
make. But it isn't. The bridge is more than 100 meters tall. Which is

why making a dumb mistake can cost your life. You get shred by
grenade fragments on the cat walk, unless if you jump off. Small
numbers are VERY important in making a map. Sequences are hard to

print on the screen.

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.