Wednesday, 26 October 2011

ConQuest Update - Level Design and Mapping

This is really two updates in one, I think.

First off, here's a timelapse of me mapping out a screen/area/level. Or half of one, at least. This was over the course of about an hour.

Here's what I did today - a bit of post processing with some fog effects. Just to give the place a bit more atmosphere.

I also figured out how to work treasure chests properly, though I guess that wasn't too big of an accomplishment - just a short move route and a switch statement. But I hunted down some custom sound effects for them anyway which were pretty cool, if I may say so myself.

This forest area has another few screens/areas for me to finish. Two large maps, along with a couple of small ones. It's grown quite a bit since my initial plans, but I like it better this way. Feels more like a place you could get lost in and an actual dungeon-ey type area, rather than a few screens players are able to rip through with ease.

I'm hoping to draw up some more character/enemy sprites soon... but map making is proving quite addictive at this stage. Whatever happens, I'll keep you guys updated.


  1. That's looking really awesome so far :)
    How long does it take to make that one section of the game?

  2. Thanks!

    Each of these took between 1 and 2 hours, though I've found a few shortcuts with the engine now which speed things up a little bit.

    A big part of them is testing, which I'd do every couple of minutes. Just to make sure the boundaries were clear and that it wasn't too easy to get lost behind terrain. If you look closely at the video you'll notice I use a lot of solid, grey logs hidden behind the trees just to prevent players from wandering off the path.


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