elfWhoKilledChristmas

elfWhoKilledChristmas

Friday, February 7, 2014

Mountain Level Design: part 3

Here are bird's eye views of the whole level.



As a whole, you can see how we implemented the ideas expressed in the previous descriptions of our plans for the level design. After entering the level from the island-like area, the spiral and curving-back theme is clear.

At first, I thought that it would be easy to implement the level as a whole, like it is presented above. However, as I described before, this presented problems by forcing the system to render the whole level, even when all that work is not necessary for the computer to perform.

Therefore, we had to optimize the level, and how it would be presented to the system.




These are just some of the examples of how the level was broken up, and delivered to the engine in chunks that were easier to process and process. This greatly optimized the stresses on the system, and increased the performance of the game in measurable ways. By giving the engine different blocks that made up the level, it would then be able to turn off certain parts of the level when it was not in view. The best examples of this can be seen in the top two images, when the player enters the upper sections of the level, which we called the Igloo Village. The player would not have been able to see further behind him since the ice-block walls were too high to see beyond. 

Visit the game's website, and download the demo!
http://elfwhokilledchristmas.com/
http://giveupgames.com/

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