After completing the pre-production phase of the parkour level, I moved into the editor to model out and create the entire level. This process came with a number of ups and downs, all of which will be explained in this particular post. As you can probably tell, I spent a fair amount of time modeling this castle level, so much so that it is the only one I was able to finish out of the two I planned. I was fortunate enough to find a castle building asset pack on the Unity Store, practically giving me a giant stone LEGO set to work with. I made use of this and the ProBuilder tool to make the castle my own, complete with hallways and balconies for the player to run along. In terms of modeling, I'm extremely pleased with how it turned out, even more than I expected. Sadly, this is about where the positives start to end. While I was glad with the overall appearance, functionality took a backseat for reasons I cannot explain, mainly the fact that random surfaces are not solid and can be easily walked through. The reason I find this irritating is because I set each and every object with a modifier that makes them solid to walk on. So why don't they all work? My honest answer is this: I just don't know. I was running low on time to work this out in the first place, so I fully plan to work out the bugs after this school quarter ends, and my schoolwork enters a brief reset period as the new quarter begins. This project has yielded many accomplishments and irritations, and I plan to take advantage of each and every on when I find the time. I will finish this level in time for the PBMs.
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As part of our refresher course into the Unity game engine, my entire class was assigned to map out and create a personal parkour level. This process, like all others in the design pipeline, requires thorough planning and sketching in the pre-production phase, which is exactly what I ended up doing. A seen in the images above, the overall parkour experience is split into three separate levels, each of which lead into each other in chronological order. The order goes as follows: Starting in the main castle, the player needs to escape the building and run into the nearby woods, after some running in the woods, a nearby sewer grate provides the player with an ultimate escape into the sewer system. The overall gimmick of the level is that the player is pursued by castle guards at all times, meaning that the need to stay moving is critical, as well as find an escape route amidst the constantly moving environment. Typical controls are used as well, using WASD to move, and space to jump. The gameplay itself is very easy to pick up and understand, with the main challenge coming in the form of mentally registering pathways and constantly moving to stay ahead of the guards. This quick blog post was to describe the overall thought process that went into the design of my personal levels and will be followed by another post going into greater detail on the design process, as well as my accomplishments and issues along the way.
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AuthorI have a passion for creating things, and hopefully one day those things will be video games. You can check over on this blog if you wish to see any updates on my work or other subjects. The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.
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