Friday 11 April 2014

Laying the GRIDwork (pun)

Hey gang, it's Nick (!) here, and I've been tasked to create a nice simple grid to help with the ease of creating puzzle rooms for Red Sun.

After brainstorming as to which base assets we would need to create a level, I set to work making some rudimentary avatars in Illustrator to represent the much prettier (eventually) real-game elements.



Using the Unity 2D platformer metrics, the team and I have come up with a simple jump metric for Bo that is a key step in creating a usable level creator grid.


It is important to note, however, that these metrics will most likely need to be constantly tweaked in order to achieve a result that we're happy with. 

The next step was to gather a consistent agreement on the dimensions of Bo and all other assets in order to create a simple and easily tile-able level creator. After deciding on a 1 unit by 1 unit grid, we went to work assigning height and with values to all the remaining assets we would be using.


The advantage of keeping relatively square, makes it much simpler to snap assets onto the grid when it comes time to make a bajillion puzzles.

So with our metrics figured out, I placed our nice little tiles in the grid to recreate the sample level used during our green light pitch. And let the play testing ensue!



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