3 ms·
How are you supposed to make a level for a game if the engine doesn't support editing levels? A big part of the level is that it integrates features of the eng
by snarfy 4y ago
How are you supposed to make a level for a game if the engine doesn't support editing levels? A big part of the level is that it integrates features of the engine directly into the level, e.g. static light shadow rendering.
- flohofwoe 4y agoThere are so many options which people are just blind to these days because the "Unity way of doing things" has become so entrenched in people's minds :D - you can build the level in a 3D modelling tool like 3DSMax or Maya and then write an exporter plugin to export the data into your engine-specific file format - you can write a simple DSL to describe your level through text - you can write a converter from another popular level file format (like Quake maps) - you can write a plugin for the Unity editor, and create your maps in Unity - etc etc etc... the possibilities are endless ...of course a dedicated level editing tool tailored to a specific runtime engine will always be most powerful and flexible.
- chongli 4y agoOr you can go down the roguelike path and generate the levels procedurally. This approach is incredibly powerful and gives traditional roguelikes a ton of replay value while being very easy to build compared to traditional static assets. Plus there are subreddits [1] [2], wikis [3], and more dedicated to the topic! [1] https://www.reddit.com/r/roguelikedev/ https://www.reddit.com/r/roguelikedev/ [2] https://www.reddit.com/r/proceduralgeneration/ https://www.reddit.com/r/proceduralgeneration/ [3] http://roguebasin.com/index.php/Articles http://roguebasin.com/index.php/Articles
- ohgodplsno 4y agoAny good roguelike that came out in the last 15 years has had a visualizer for seeds, how map elements fit together if it's 3D, etc. You need tools to make a good game.
- tartoran 4y agoThat’s true and in general conducive to going off the beaten path and building original games. I feel that with large game engines the cost is in ubiform putput: everything looks like everything.
- w4rh4wk5 4y agoBuild it in Blender, including cameras and lights. Then build an importer for your game. This is substantially less work than building a whole editor. Especially when considering the editing capabilities of Blender. We kinda did that for our little ray-tracer: https://www.youtube.com/watch?v=QZSoVidqV2Q https://www.youtube.com/watch?v=QZSoVidqV2Q
- blooalien 4y agoOr build it in Blender, export it in GLTF (.glb), and import it directly into a game engine that supports GLTF import (like Godot engine for example). :)