Dev Log #7 Level Gen + Level Design
Today I'm going to go over how we handle the generation of our level.
Level Generation
This is what the Level looks like before any of the rooms are added.
To breakdown what is in the image:
- Orange cubes: These handle transitioning between cameras
- Green cubes: These spawn the rooms on themselves
- Gear/camera icons: These our the cameras for each individual room
- The rooms that are visible are the spawn, boss and spell room.
Room Cameras
When the player passes through one of the orange cubes the camera moves between your current room and the next one.
This is a snippet of the camera script. When the player enters the orange cube the cube registers what direction they entered from and inputs the cameras that will be involved and the direction the player moved in. It then turns off the camera from the previous room and activates the camera in the new room.
Level Gen
The actual generation of the individual rooms is really simple,
this single line of code handles the generation of each room. The actual rooms themselves are hand made by us, and are placed in the spawners that we want them in. Since we handle everything through prefabs it allows us to ensure that each room will progress they way we want it to.
Room Encounters
The final part of our level generation is how each room knows when to block the player in and when the player beats the room.
This script activates once the player enters a hidden collider within each room. Once they do the room will activate its blockers and start spawning enemies. Now this script also handles the boss separately as once the boss is defeated the game needs. When there are no more enemies for the room to spawn and all the enemies are dead the blockers will drop and the room will be considered finished.
Level Design
The level is design to be maze like, with no map to double check the player will have to search around the level to find the boss and spell rooms. Those rooms are also intentionally positioned across the level from each other to force the player to search through each room.
That is a small insight into how the level generates and each room functions, as well as our thought process behind the design of the level.
Thanks for reading,
Púca Studios.
Get SpellBinder
SpellBinder
Status | Released |
Authors | Puca Studios2024, Ejobus, genericvillager.exe, Avys11, Amelia130, Mixer-1 |
Genre | Adventure |
Tags | Roguelike |
More posts
- Dev Log #10 v1.0 launch date and informationApr 12, 2025
- Dev Log #9 New Enemy's (And To-Do List)Apr 10, 2025
- Dev Log #8 The Sounds of SpellbinderApr 05, 2025
- Dev Log #6 Beta Test Post-MortemMar 30, 2025
- Dev Log #5 The BetaMar 22, 2025
- Dev Log #4 User Interface and Game EnvironmentMar 09, 2025
- Dev Log #3 Character DesignFeb 18, 2025
- Dev Log #2 Vertical SliceFeb 09, 2025
- Dev Log #1 The Team and The GameDec 09, 2024
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