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How to make a 'level builder' using prefab objects as road pieces

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I have currently created a simulation which mimics traffic rules with cars, pedestrians, crossings and lights and such. The next step I wanted to take with this is to let users build their own road lay outs using my pre-fab'd pieces of roads and I'm not really sure where to start. Ideally, I'd like it to have a window in which all road pieces are and they can simply 'paint' the roads down on to a terrain(floor), similar to how rollercoaster tycoons builder works. [Included are screenshots of the kind of builder I want.][1] Any thoughts on where I can start for this or any tutorials as I'm kinda lost. I should add I am doing this in 3D. Thanks [1]: http://i.imgur.com/jzbsieU.png

How to make a 'level builder' using prefab objects as road pieces

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I have currently created a simulation which mimics traffic rules with cars, pedestrians, crossings and lights and such. The next step I wanted to take with this is to let users build their own road lay outs using my pre-fab'd pieces of roads and I'm not really sure where to start. Ideally, I'd like it to have a window in which all road pieces are and they can simply 'paint' the roads down on to a terrain(floor), similar to how rollercoaster tycoons builder works. [Included are screenshots of the kind of builder I want.][1] Any thoughts on where I can start for this or any tutorials as I'm kinda lost. I should add I am doing this in 3D. Thanks [1]: http://i.imgur.com/jzbsieU.png

Cant paint details

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When I tried painting details like grass it didn't do anything... Is it a bug? Pls help!

Level Design Suggestions

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Guys this is my first game i made trying to learn Unity! https://play.google.com/store/apps/details?id=com.QuadCode.BombTheBombs The game can currently be played only on an endless mode and i'm working on making a campaign kind of mode with different levels and stuff! I was wondering what was the best way to do it since i'm still learning. - Should i make each level a separate script/scene? - Should i manually create a text file for each level containing the positions for each bomb? - Should i just create a prefab for each level? - Anything else more efficient/better? Thanks in advanced!

Managing Levels in a 3D Game

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Hey Unity Community! I am currently working on a simple game that will have different levels, lets say 50 levels. All the levels are going to be in the same "scene" (environment/surroundings), and will deal with the same kind of game objects (i.e cubes). I am trying to figure out how to manage all these levels so that it is easy to test/create each one. Remember all the levels look the same, just the interactions with the game objects will be different. My Ideas: - Use one scene that has a GameLogic script to manipulate the game objects. Have lots of game objects that can be enabled/disabled when time is ready. (Problem: 50+ cubes to keep track of seems like too much for a simple game) - Use one scene that has a GameLogic script to manipulate the game objects. Have only a few game objects that can be moved/changed when need be. For example, use the same 5 cubes over and over again. (Problem: Harder to test/create/edit a particular level) - A single scene per level. (Problem: a lot of repetition, and seems crazy to use 50 scenes for 50 levels that all look the same). - Use 10 scenes, one scene for the first 5 levels and another scene for the next five etc. Grouping levels into separate scenes for creating/testing purposes. This would be nice because we could easily create/test levels in groups of 5. So the scene would never get too overwhelming to work on. These are just some of my ideas. I am sure that there are a lot more ways of organizing this kind of game. Any other suggestions you guys can think of? Or any thoughts at all would be helpful. Thanks in advance!

Blender to Unity - both objects and collisions

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Greetings, I have built a simple level using cubes and cones in Blender and I want to add it to unity. The problem is that I do not wish to create everything in Unity again, and I really don't wish to create the collisions for them. I wonder if there is a way of doing this - I have the objects in Blender and I export them to Unity, with the mesh is its collider as well. Thanks in advance.

How would I load a level/scene/mission by talking to an NPC?

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What I want to do is this: NPC Bob has missions, the player talks to NPC Bob to select a mission, the player then goes to something like a sign or gate, the player then selects this sign or gate to finally load the mission which is on a different map. How would I go about this? Also what would be the best way to go about loading the same map, but with different things in it? What I mean is, multiple missions use the "city" map, but each mission will load in different enemies and items. Do I use a scriptable object?

How to allow area/level transition only when the player has a "quest"?

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What I am trying to do is before a player can go into another area they first need to have a "quest". A quest is basically just an objective such as collecting an amount of a certain item or killing a certain amount of an enemy. So my question is, how would I allow the player to go to an area only when they have a quest? Also how would I make it so that taking a quest that requires the player to go, for example, to a jungle area, to only that jungle area?

Prevent selection of sub-object

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I have some game objects in my scene which have several child meshes. I want to give my scene to another person who will build design some new scenes from my building blocks. The problem is that some times, when you click on one of the child meshes, it selects the child mesh, and moves it independently of the parent object. For example: Move the car wheels without the moving the car. To make things simple for my level designer, I would like to make it so you cannot select/move certain child objects. (only their parents). A level designer has no buisness messing about with the wheels. If he does so, it's only by accident. Is there a way to achieve this?

Rewarding and level completion based on various conditions

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I'm trying to create a conditioning system, where some conditions are necessary to complete a level, others reward extra points, and others to check whether the level is lost. For example, the player needs to activate a certain number of markers. When all markers are activated, the level should end and the player is rewarded a certain number of points. If the player manages to end the level with a minimal number of steps, extra points are rewarded. Each condition should fall into **primary** or **secondary** categories, where primary conditions are necessary and secondary conditions are recommended. I reckon that each condition should inherit from a top class, and the conditions should be replaced to tweak the gameplay. I tried to use ScriptableObjects, but I got stuck by this approach.

What is the best way to make Half - Life or DOOM style levels?

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Hello. In my game I want to create levels similar to the ones in the original Half - Life / DOOM games but I'm not quite sure what would be the best approach to doing this. I tried using various planes to create walls but that proved extremely inefficient and messy. I have considered using blender to model the levels and room before hand and then exporting them into unity with unwrapped UV's. Would this work well? Does anyone know what would be the best way to go about doing this?

I need help with boss design. I am new to coding so any help would be nice.

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I need to have coffee be thrown at the player from the boss every 10 seconds. It needs to spawn at the boss, don't have the coordinates yet. Then it needs to expand on the ground into a puddle that does damage overtime to the player if they are standing in it. After ten seconds the coffee needs to despawn, so another one can spawn. It will be a loop until the boss dies. Any help at all would be greatly appreciated. using UnityEngine; using System.Collections; public class CoffeeFinal : MonoBehaviour { private float nextActionTime = 0.0f; public float period = 10f; void Update() { if (Time.time > nextActionTime) { nextActionTime = Time.time + period; /* every 10 seconds the boss will throw the coffee*/ } if (nextActionTime = period) { private Transform playerTransform; void Start() { playerTransform = GameObject.Find("player").transform; /*so the boss can throw the coffee at the player*/ } void update() { /*need to have the coffee be thrown, expand on the ground, cause damage if the player is standing in it, the after 10 seconds go away*/ } }

Best way to generate level whit "Level Blocks"?

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Hi, im very new whit Unity, I want to make a 2D platformer game that generates levels randomly, placing predefined level blocks one afther another. The problem is that I don't have idea of what is the best aproach to make this, my first idea was to use prefabs, but then i read that them aren't nestable. So my question, is viable to make this little level blocks in scenes and load them one after another? or there is in Unity another way to archive this more easly? Any help is apreciated.

Make Player move on Tiles

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My Game is a kind of a Labyrinth. You walk through the city and have to hear where your Band is. You control the Character from a birdsview. But to **the occurence:** I want to build the levels from tiles (kind a Legend of Grimrock, if you know this (but not fp)). For the beginning there are just normal Tiles. (Later there should be obstacles but thats not relevant now). if you place a tile beneath an other, the player should be able to walk there. So you can easily built maps. The Player should only be able to move in the middle of the tiles, but fluently between them not like step by step (like in Legend of grimmrock or this solution for another labyrinth game http://wiki.unity3d.com/index.php?title=GridMove). **My 3 Ideas:** **First** ![alt text][1] Every tile has an Tag which tells the player where he can move. Problem you need 14 different tiles. **Second** ![alt text][2] [1]: /storage/temp/84139-question-part1.png [2]: /storage/temp/84140-question-part-2.png The Player has four Collider which sit around with space between them of a tile. if a collider has two trigger exits events in a row and no trigger enter. The player knows there is no tile and the move is forbidden. Problem: I'm afraid that there will be problems, at corners or the player will stuck because of incurracy. **Third** A mix of one and two. The tiles have four Colliders arround them and detect in the beginning if there are tiles beside them and later on tell the player where he can move. maybe over the tag again. Another god thing would be that the tile could change their texture fitting to function (crossing, left turn etc.). Problem i don't know how to do the check in the beginning. I'm of course open for **other Ideas** and thanks in advance for your help!!!

How to make the 'Black Zone' in map (like the Fog of war)

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![alt text][1] Hi, currently i want build an map like this one . and the issue the black part between two walls. --- first i though is **fog of war**. and i googled it , seem need need an RenderTexutre and special shader for it . but fog of war is more fit for the game when player move around then show part of the map. more like dynamically. --- but what i want is more like static. then i though maybe i can just use some plant cover the gap. ![alt text][2] but it's difficult to cover the gap like the first img . also , in the first img , the black area is a little blurry, make it more blend with the wall. i don't know how to achieve it with my way. so what's the right way to do it? thanks. [1]: /storage/temp/87483-black.jpg [2]: /storage/temp/87484-b.jpg

How to pass in an Integer

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![alt text][1]How would I make the highlighted part an integer in order to retrieve the current round data, because right now if I make the [0] a [1] then it just loads the round 2 data, but I need it be an int so I match it to the round. [1]: /storage/temp/87536-2017-02-06-1.png

Automatically add platform area tile as player approaches the edge of current tile

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Firstly, I'm new to Unity and I'm currently learning c#, please be gentle! As a project, I'd like to create a simple 3d platform game. The idea being the player starts on a square tile, which is the game platform playing area. They explore different elements on this tile by moving around. The perspective is 3rd person, so the player is looking down on the action. As they approach the edge of the tile Unity recognises this and adds another tile to the existing one, basically doubling the playing area. As the player moves around further to the tiles edge, other tiles are added, increasing the discovered areas each time. My thinking to achieve this would be to have 5 tile game objects, that have different elements like trees already built on them. The question is what is the best way to achieve this. Would it be to build the complete level with all tiles and then using code restrict how far ahead the player can see, basically to the width and length of the tiles. Or would it be better to trigger a new tile to appear as the player approaches the edge of the current tile. Thought, links to example code that I could recycle would be very handy. Thank you.

how to create multiple levels for my bubble shooter game?

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hello. i am just starting with unity.. bubble shooter is my first project. i have created the game mechanics and score manager.. now i am stuck at creating levels.. all the 120 levels will be predefined and not function generated. how should i go about this?

How to make objects stick together in the editor

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I have two *tiles* of street and I need to position them consecutively, without spaces. If I work manually I cannot obtain a perfect positioning. The picture can display the problem ![alt text][1] I've already tried to change the snap settings but without useful results. Someone suggests me to work with vertexes (pressing V and moving the object) but I have not a *magnetic* behaviour as I wish to. [1]: /storage/temp/93886-tiles-problem.jpg

Noob Level Design 2d Question

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Game Platform -- Mobile IOS Level - Objects spawned from outside the world view and fall down into the world. Kind of like Kaboom 2600. I want to design levels but was wondering what is the best way to go. Different Scene for each level. Can I create them from a text level. Can I create a large panel that contains all of the game objects and falls down into the world view. Basically what is the best way. I don't want to reinvent the wheel so I am reaching out and any suggestions would be greatly appreciated.
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