n8bomb.com

Level Design


 

DREAM PROTOTYPE (Cabin)

The following level was generated in Tiled and imported to Unity using the SuperTiled2Unity plugin. By setting up auto-tiling rules in Tiled, I’m able to paint out the walkable areas and have it generate a tilemap with the correct tiles for floor, walls and edge pieces. Once imported you can just save the tilemap again and it updates inside Unity. This makes it easy to quickly iterate on an idea, instead of relying on Unity’s tile editor which can be laborious.

 

This level is intended as a prototype Dream run. It is a self-contained level within a dream where you will encounter characters that represent each of the Divination Cards (Archetypes — see Narrative Systems). The focus will be primarily narrative to start, since combat systems are not ready yet, but the use of a light-level map will serve a tactical function, creating paths of darkness to sneak through.

 

(( Note: Temporary character sprites are stand-ins for certain NPCs. ))

 

 


 

 

 

TIDEFALL CASTLE

This is an older mockup I made of a level I was planning out in Illustrator. I setup a grid so I could easily draw out the boundaries of each room. I labelled each area with the encounters I had planned for each (Social, Environmental and Combat). This allowed me to see the amount of content required as well as getting a sense of what areas might need fleshing out more to keep it engaging.

 

The castle belongs to Count Beaumont, a reclusive Elven steward. His estate is situated on the edge of the ocean, built into the cliffside on a precarious road. It is a rally point for all farmsteads in the area, as the region is occasionally hit by terrible tidal waves. About half way to Cambria, you arrive just as one such tidefall is forecast. You take shelter with locals and travelers as you slowly uncover the secrets of the Count and an Elven god known as the Moonwarden.