Making A Level

Making A Level

By Pedro Colon

Oh God, Where Do I Begin?!

As of currently, our base scene build is using a pre-made track for us to test our Karts on it. However, for the final build, it would be best for us to have our own track level. Why? Simple, to make it fit better with the mechanics we have in mind. While the tracks from the (free) asset pack we have been using is working well for us, eventually we have to move from the base track to making our own track that would better suit the game we are trying to make. We will still use the base scene since it has work for us to testing out our mechanics but in terms of it being apart of the build, it will not. With that preamble out of the way, the biggest question still remains...

OH GOD WHERE DO I BEGIN WITH DESIGNING A LEVEL?!

Small Steps Leads To Victory!

Turns out, it was actually a little easier than I thought. Well at least the process was. What do I mean? What I mean is that instead of trying to do it in one go, get an idea on paper (in this case digital) and work from there. Here is this as an example:

While this isn't the most detailed drawing in existence, it does provide a good groundwork on what I envision the track to be and how I can work from there to make it a good length for fun factor. Lets go over what some of the colors mean.

Green is our Checkpoint/Lap, this will serve as a place where we will count the amount of times that our Kart Drivers have passed over it. The purple lines is where the Kart Drivers will spawn. The grey rectangles are the Turbo Pads, the yellow lines are our bumps and the blue circles are where the powerups will be located. With this general layout completed, I can actually have a reference to start making a level to and with it change as needed without having to worry about the general structure.

The moral? Start with the small steps and draw that idea/overview onto paper or digital. It doesn't have to be the prettiest but something to reference on for later work. It can go a long way!


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