Super massive interesting and fascinating video, John. This is the the kind of stuff that is sorely lacking in terms of Unity game dev videos on youtube in general. There's tons and tons of "how to code this thing and that thing", but very few guides or insight videos into actual game building, setup, workflow, etc. This is a real gem, thanks for sharing.
Extra Tip: If there is a concern about performance as a result of nested groups, you can attach a simple script to the primary sub groups, adding 'transform.parent = null;' in the awake function. This will allow you to have both organization and max performance. Join the community for dev chat - discord.gg/yeTuU53 Wishlist my game - store.steampowered.com/app/1081830/Blood_And_Mead/ Patreon
Interesting thought. However, you now have several unused transform components and gameobjects resident in memory, and, certain aspects of hkw the unity engine manages these things means that if you have a hierarchy which in total contains like this something like 20-30 transforms extra, then some of those iteration loops inside the engine are nkw running through twice as many items whilst a fair number are unused. That of course can be solved simply by destroying those hierarchical organiser parents. Also, try to avoid moving any of these parent objects unnecesarily. The transforms then all chidren would need updating and it is quike like moving them all individually. That being said... most problems have a solution, and the movement of those parent can be very useful... if you need it. :)
I just want to say that this was bloody amazing. I've been wanting to see more in-depth videos like this that really showcase what a professional level setup looks like. Really cool that you were so transparent about this. Game is looking amazing by the way
This video was so refreshing to watch. I have recently been struggleing to get a good flow on how I manage objects and triggers and your video really gave me some great ideas
2 ปีที่แล้ว +1
By now I've watched so many of your videos, I feel too deeply invested in both Blood and Mead, I'll have to play it on release. Additionally I'm itching to start my own game :D Cheers mate Best of luck with it.
I love how organized you have everything. I try to keep organized but things tend to get out of hand and my hierarchy gets messy. Definitely gives me a few ideas. Thanks for sharing.
Love the idea of focusing on organization! It can get out of hand so quickly especially near the end. And it is near the end of development that this shines the most!!
I love your videos. They give insight into the more deeper challenges of game development after we leave the "rose-tainted glasses" phase behind us. These are the "nitty gritty" bits people do not talk about enough.
Thanks for all of these videos John they've helped me immensely and are always clean and concise. Blood and Mead is looking superb, I wish you great success!
I have been looking for videos like this one to be more strategic about the way I plan things. I am really looking forward to some detailed videos on how you plan out your levels and how the whole thing comes together.
Dude mad props, never heard of Tiled and was already worrying about using the Unity Tile System for a project I'd like to start just because tbh it was pretty cumbersome creating things on it in the past.
Thanks for sharing your organisation John, I always find that interesting to see. Mid to late stage projects and how they're organized / how everything connects together.
Very nice collection of Pro Tips for level building in Unity. I feel like the use of Tiles is especially salient. Like any kind of development, game dev seems to come with its organizational and work flow hazards. Thanks for helping us navigate the rocks.
I had no idea what to call things you call ‘ornaments’ so had a google a while ago and came across the term ‘prop’ used for this. Makes sense. Awesome video, I’ve got the equivalent of your LevelHolder and Cameras but I definitely need to be more organised with the rest. Thanks
Hey man, good trip. Was hard to turn the TH-cam cam back on, a bit of rust. Felt good to get back on the horse though. Yeah, plenty of overlap with 2d and 3d workflows.
Thanks for the great advice / tips! I struggle a bit with level “design” - especially when it comes to when and where to introduce new enemies and essential mechanics.
Nice video! I'm working on a 2D game that requires a lot of parallax layers with tons of assets. I found it was useful to make an editor script to add a bunch of shortcuts for moving sprites up and down in their current folder, or back and forth between different layers.
You can move tilemaps now using the inbuilt unity tilemap editor. Just use the move option, and re-click the tilemap collider 2d to update the collider.
@@LostRelicGames Yess and just to let you know, I find your ways of doing things well managed and easy to understand from your tutorials. Thank you man.
12:52 I'm still holding out hope for a video on this! (I also seriously need to invest in a whiteboard for my room. I have to imagine they help immensely when it comes to prototyping/brainstorming since they're so easy to erase!).
Wow what an amazing video! Found it on my TH-cam home. You got my like and subscription! I really enjoyed the in game showcase of the stuff you were talking about
Awesome and thank you for that my friend! I just want to mention that using newer Unity Versions (Me using 2021.2.12) your finally able tomodify your tilemap like moving transforming rotating etc without having extras. As always super interesting diving into your progress ! =)
I know that you're really proud of the foreground elements (you made a whole video about it!), and don't get me wrong, in certain areas they're really cool looking. But that one in the cave that is like a full screen height stalagmite that blocks visibly... as someone with a Visual Processing Disorder (part of Autism), that really bothers me. I really hope there will be an accessibility option in your game to tone down some of those visual elements, or maybe consider using a shader trick to make visual obstructions partially transparent when walking through them? (Btw, thank you for making this video; even though I use a completely different 3D workflow, it gave me some organizational ideas... I really like the idea of groups for deprecated game objects, or maybe placeholder ones that need to be replaced, or even like if I'm working my way through a scene, fixing some prefab that got disconnected, I could slowly move the fixed ones into a "fixed group", until that work is complete. That's really empowering. Thanks for sharing this.)
Another great video mate, and this is a great example of why I follow, 1 your an Aussie too and 2 your content is amazing and very helpful, I'm just about ready to start my first project and have watch 100's of hours from Greats like yourself and have learned a lot of this to do and not do, should save me many hours of pain :)
Every experimented with a 2 1/2 D view? Making the tiles have some depth by converting them into 3D objects, extruding and adding a texture to the side. Its does not need to be complex 3D, just the flat sprites with top and siede surfaces.
Good job. It's great to notice that you use the Tiled editor to design the levels. I'm a big fan of Tiled. Maybe you could also make a video about how to use Tiled (mostly tips and ideas).
Absolutely love this video! Your enthusiasm in your level design has made me realize I'm taking level design to serious when I approach it and need to have more fun with it. Do you use the default lights for unity or do you use render pipeline or something?
Interesting way of looking at and doing things. My last game is procedurally generate, reloading the same scene for each level, and I'm not sure I'll be using levels at all in future projects. However, its an interesting insight into a level design philosophy.
This video is very nice! Thank you to share your knowledge. I love to see stuffs from the unity editor because it's quite rare to see advanced examples. Your hierarchy is really efficient in my beginner point of view. I know this video is focused on your level 2 but i wonder if you use a DDOL scene (don't Destroy on load) or GameManager script to keep track on settings and player progress across the whole game.
Great question. I store level progress data in a data model. Basically a script with various value objects that store various things. Some remain permanent across a game session, where some will 'soft reset'. I do have a game manager also, which I think might be ddol between sub level screens - to prevent unessessary load times. I'm yet to do any major optimisation, towards the end of the project I'll be going through and sorting a lot of the loading phase studd out, and perhaps rethinking some approaches. All the best
Very interesting stuff : On a personal level I feel the 2D platformer has kind of been done to death, so many retro inspired games and I'm kind of bored with seeing them kind of pop up. BUT, from what I've just seen your game thats work in progress, looks really awesome, I'd love to give it a shot when it comes out, (I also don't mean to sound disheartening to anyone who's thinking of doing a 2D platformer, retro-inspired, I just kinda feel we had a giant boom of them and none of them really meet what I was looking for) As a game dev (at least try to be when my life isn't ultra busy...) I have my own ideas of course, but my main problem I've found is : Whilst I have yet to feel comfortable like I can make that game, no problem. I'm still in the mentality of throw it together, see if it works* if it does MOVE ON. The issue here is that polish, that spark, that magic of not, this thing moves, it moves, flows and stops, it's gradual, it feels more complex and good. Rather than something simple like if player press button, move 1 to the right. I did this week (Or last week, I work overnights 😅) about 3 functions of code, working on remaking a project I have already worked on. But without help from tutorials, just reading the documentation for unity* THAT step is a difficult one. What made it worse, is out internet provider rents the lines off a bigger company and outright they have capped everyones internet massively due to the storm that hit like a month-month and a half ago, and they are doing repairs still... Our internet is just 400kbs down. About 100-200kbs up. Between me and two other people, FORTUNATELY I work nights* so I don't overlap with them that much, but that's brutal. Worked on it, did a bit of coding, No internet - it actually worked... Thank the lord for auto complete and suggestions within visual studio! 😂 So really, Question of the day is, as all developers have it : What's your "proud moment" where your like, Yes, I did that and it's mighty fine and basically 0.000001% of the human population would care about it.
Hey man, I know I'm a bit late with this, but I've been watching your progress on this game over the last few years as it was my inspiration to work on my own solo project... I was just wondering, how did you do those cutscenes (for instance when interacting with the lever at the beginning that makes the platform rotate outwards)? Was it the built in director?
I work on strategy game, and also generate whole map at start, so quite different case. But still it was interesting to see that organization and hear the thoughts behind the process. And I would say, you have very organized "backstage", I am not sure if I were comfortable to show my mess publicly :D
amazing video! it would be very interesting to know how you did the background for the interior, and what you did to offset them to make them feel they are parallexing.
Great video! Super insightful. Starting a 2D Gun/Runner game and this was super helpful im terms of layer organization. Please make more level design videos. 👍🏽 🎮
There is some overhead to using a hierarchy for objects. Not much, but it can have an impact if done excessively with too much depth. Especially in the UI.
Wow, that's really huge content, thanks for sharing these valuable insights. Considering how large is the map, do you intend to implement some logic to disable the level chunks that are not visible to the player at the moment? I see a lot of game doing it to ease performance, but I'm not sure if this is too much of a big deal for PC/console games
Hey Matheus! Yes I have a script to for disabling level chunks, however I've currently disabled it, as I've not had any noticeable performance issues. When I reach my optimization phase I will do some low spec system tests and make a decision.
Do you not rate the multiscene workflow for organising your game into layers or folders? You can even do easy cross-scene referencing of public variables with advanced multi-scene.
Great video! I’d love to learn more about your game manager(s) and script organisation. I’m new to Unity and I feel like my scripts become an incomprehensible mess in record time.
Looks good gread video :) One question why didn't you use cinemachine for the camera and you can create different virtual camera to do some of the staff. Also for the parallex script I know they can be added on a gameobject and that can be a parent of multipe background layers I think this will offer a much easier way to set things around
Great video! Love the bit about how you do your terrain. Unrelated question: how do you go about designing levels with different player skill in mind? My personal skill level when playing games ranges from fair to potato. I worry that I might make my levels too easy because they’re hard for me but my skill level is not great so maybe they’re not that difficult. Ideally I’d like players to feel challenged but not frustrated.
I'm curious about how to import a JSON file created in the Tiled program into Unity. In my case, I'm using SuperTiled2Unity, but it doesn't import when the format is JSON. And second question is about the section in the video at 7:30. I'm curious about what kind of custom editor is being used.
Great content again, very helpful even with just-pass beginner like myself. I now intend to make an action game, and have been searching for information about hitbox and the likes of it for a while, I see there are several ways to approach it, so I need a little help here, could you please give me some advice about it? Which is the most optimal way to design hitbox? I want to keep my code as lightweight and clean as possible. Thanks!!
by the way, could you also explain how you managed to turn the tiles into gameobjects in order to move them freely at 7:40? I'm starting with Tiled, but couldn't find any documentation on how to do that
So you were saying that you use an orthographic camera AND a perspective camera. How do you implement something like that? Because I'm working on a top down space shooter, and I'm using a perspective camera for the free paralax effect, but without a orthographic camera, I can't use the mouse pointer to target things. Is there a way I can use an orthographic camera just to get the mouse pointer information?
I think this is my 4th watch... Each time I learn more and get better. I need to see if I can make a complete set of those 'folders' to simply appear... like a prefab of them I can use from any project. Can you make global prefabs that aren't specific to a project? Jeez I have more questions than time...
I wonder how do YOU manage sound effects - triggering and balancing volume for them. I'm planning to rework my system and I have some ideas, but maybe you have something interesting.
I have a fairly simple sound manager, basic API: fade audio source, play one shot etc. I try my best to balance volume before bringing the audio files into unity.
Super massive interesting and fascinating video, John. This is the the kind of stuff that is sorely lacking in terms of Unity game dev videos on youtube in general. There's tons and tons of "how to code this thing and that thing", but very few guides or insight videos into actual game building, setup, workflow, etc. This is a real gem, thanks for sharing.
Extra Tip: If there is a concern about performance as a result of nested groups, you can attach a simple script to the primary sub groups, adding 'transform.parent = null;' in the awake function. This will allow you to have both organization and max performance.
Join the community for dev chat - discord.gg/yeTuU53
Wishlist my game - store.steampowered.com/app/1081830/Blood_And_Mead/
Patreon
Interesting thought. However, you now have several unused transform components and gameobjects resident in memory, and, certain aspects of hkw the unity engine manages these things means that if you have a hierarchy which in total contains like this something like 20-30 transforms extra, then some of those iteration loops inside the engine are nkw running through twice as many items whilst a fair number are unused. That of course can be solved simply by destroying those hierarchical organiser parents. Also, try to avoid moving any of these parent objects unnecesarily. The transforms then all chidren would need updating and it is quike like moving them all individually. That being said... most problems have a solution, and the movement of those parent can be very useful... if you need it. :)
I just want to say that this was bloody amazing. I've been wanting to see more in-depth videos like this that really showcase what a professional level setup looks like. Really cool that you were so transparent about this.
Game is looking amazing by the way
That game looks absolutely incredible!
I can't wait for Blood and Mead!!! It looks better every time I see it!
This is the sort of video that takes devs to the next level, we need more of these! Well done 👍
This video was so refreshing to watch. I have recently been struggleing to get a good flow on how I manage objects and triggers and your video really gave me some great ideas
By now I've watched so many of your videos,
I feel too deeply invested in both Blood and Mead, I'll have to play it on release.
Additionally I'm itching to start my own game :D
Cheers mate
Best of luck with it.
Parallax effect looks really good here, subtle but still noticeable. Looking nice!
I love how organized you have everything. I try to keep organized but things tend to get out of hand and my hierarchy gets messy. Definitely gives me a few ideas. Thanks for sharing.
Love the idea of focusing on organization! It can get out of hand so quickly especially near the end. And it is near the end of development that this shines the most!!
I love your videos. They give insight into the more deeper challenges of game development after we leave the "rose-tainted glasses" phase behind us. These are the "nitty gritty" bits people do not talk about enough.
I can't wait for the next videos on the actual game design!
Thanks for all of these videos John they've helped me immensely and are always clean and concise.
Blood and Mead is looking superb, I wish you great success!
I have been looking for videos like this one to be more strategic about the way I plan things. I am really looking forward to some detailed videos on how you plan out your levels and how the whole thing comes together.
I would love to see a video on your process of blocking out and initial/brainstorming map stage of levels
Dude mad props, never heard of Tiled and was already worrying about using the Unity Tile System for a project I'd like to start just because tbh it was pretty cumbersome creating things on it in the past.
this video should be carved in stone and put into the foundations of creating games in unity! Great thank you!
Awesome!! I've been using this way to organize since a year now, and I find it very convenient! Now I feel even better about it! Thanks for sharing!
I am just studying unity engine.. and I learned a lot from you!!
One of my favourite videos of yours, just super practical tips.
Thanks for sharing your organisation John, I always find that interesting to see. Mid to late stage projects and how they're organized / how everything connects together.
Very nice collection of Pro Tips for level building in Unity. I feel like the use of Tiles is especially salient. Like any kind of development, game dev seems to come with its organizational and work flow hazards. Thanks for helping us navigate the rocks.
Looks amazing, can't wait to try it out. Thanks for the info on tiled.
I had no idea what to call things you call ‘ornaments’ so had a google a while ago and came across the term ‘prop’ used for this. Makes sense. Awesome video, I’ve got the equivalent of your LevelHolder and Cameras but I definitely need to be more organised with the rest. Thanks
Welcome back buddy, how was your trip? Anyway this is not in my area since I’m working on a 3D game but it’s interesting.
Hey man, good trip. Was hard to turn the TH-cam cam back on, a bit of rust. Felt good to get back on the horse though. Yeah, plenty of overlap with 2d and 3d workflows.
I can't wait for this to be released. Take my money please. In all seriousness, it looks great and thanks for all the tips and tricks.
Looks great John! This was really cool seeing how your brain works
This game has come SO far!!
even i group my stuff into empty game objects :D , blood and mead is looking sick i wish you all the best and excited to play the game
Thanks for the great advice / tips! I struggle a bit with level “design” - especially when it comes to when and where to introduce new enemies and essential mechanics.
Nice video! I'm working on a 2D game that requires a lot of parallax layers with tons of assets. I found it was useful to make an editor script to add a bunch of shortcuts for moving sprites up and down in their current folder, or back and forth between different layers.
Really smart use of empty game objects thanks!
You can move tilemaps now using the inbuilt unity tilemap editor. Just use the move option, and re-click the tilemap collider 2d to update the collider.
Man I can’t wait to play this game. Got to learn so much from your videos.. keep up the good work
Hey I really appreciate that man. Sharing knowledge is the best thing.
@@LostRelicGames Yess and just to let you know, I find your ways of doing things well managed and easy to understand from your tutorials. Thank you man.
Awesome video. I like the look of Blood & Mead. Your take on organization is very helpful.
Perfect timing on this video, thank you! Been trying to find this kind of info as I’m in the middle of building out all the levels for my first game.
Thanks for the tips. I seriously didn't know about Tiled software before. 😇🙌🏻
12:52 I'm still holding out hope for a video on this! (I also seriously need to invest in a whiteboard for my room. I have to imagine they help immensely when it comes to prototyping/brainstorming since they're so easy to erase!).
Wow what an amazing video! Found it on my TH-cam home. You got my like and subscription!
I really enjoyed the in game showcase of the stuff you were talking about
I'm really glad you enjoyed the video! I appreciate the comment
Awesome and thank you for that my friend! I just want to mention that using newer Unity Versions (Me using 2021.2.12) your finally able tomodify your tilemap like moving transforming rotating etc without having extras. As always super interesting diving into your progress ! =)
I know that you're really proud of the foreground elements (you made a whole video about it!), and don't get me wrong, in certain areas they're really cool looking. But that one in the cave that is like a full screen height stalagmite that blocks visibly... as someone with a Visual Processing Disorder (part of Autism), that really bothers me. I really hope there will be an accessibility option in your game to tone down some of those visual elements, or maybe consider using a shader trick to make visual obstructions partially transparent when walking through them? (Btw, thank you for making this video; even though I use a completely different 3D workflow, it gave me some organizational ideas... I really like the idea of groups for deprecated game objects, or maybe placeholder ones that need to be replaced, or even like if I'm working my way through a scene, fixing some prefab that got disconnected, I could slowly move the fixed ones into a "fixed group", until that work is complete. That's really empowering. Thanks for sharing this.)
Another great video mate, and this is a great example of why I follow, 1 your an Aussie too and 2 your content is amazing and very helpful, I'm just about ready to start my first project and have watch 100's of hours from Greats like yourself and have learned a lot of this to do and not do, should save me many hours of pain :)
Yeah! "Make folders, and subfolders, and subfolders" and even deciding on their naming is what got me often for too long! Over-optimisation trap.
Thanks, please do more of these videos
Thank you. Your advices really help. I am also happy to see your game evolving, and all the efforts you put on it. Keep the good work :)
I learned a lot about coding, but level design is something I'm still struggling with :D
Thank you so much for your insights!
Thank you for this video, and your project looks really good.
This was so useful brother. Thank you so much for that video.
this was very interesting thank you, looking forward to playing the finished game.
I love these vids man, keep them coming!
Very useful, thank you!
very cool loved seeing how you setup an manage your levels
Every experimented with a 2 1/2 D view? Making the tiles have some depth by converting them into 3D objects, extruding and adding a texture to the side. Its does not need to be complex 3D, just the flat sprites with top and siede surfaces.
Very good video learnt a lot as I am quite new and the naming and structure of your project is very good
I am currently making a game too and i have to say this game is amazing
hopefully I'll use bits and pieces? I'm going to watch this more times than I care to admit lol. Fantastic vid!
Very helpful insight, thanks! I use a similar structure to compare ideas in the same level. Awesome videos btw!
Good job. It's great to notice that you use the Tiled editor to design the levels. I'm a big fan of Tiled. Maybe you could also make a video about how to use Tiled (mostly tips and ideas).
Absolutely love this video! Your enthusiasm in your level design has made me realize I'm taking level design to serious when I approach it and need to have more fun with it. Do you use the default lights for unity or do you use render pipeline or something?
Spoiler Alert: Pre-release level 1 walkthrough detected :D Looks great!
Interesting way of looking at and doing things. My last game is procedurally generate, reloading the same scene for each level, and I'm not sure I'll be using levels at all in future projects. However, its an interesting insight into a level design philosophy.
This video is very nice! Thank you to share your knowledge. I love to see stuffs from the unity editor because it's quite rare to see advanced examples. Your hierarchy is really efficient in my beginner point of view. I know this video is focused on your level 2 but i wonder if you use a DDOL scene (don't Destroy on load) or GameManager script to keep track on settings and player progress across the whole game.
Great question. I store level progress data in a data model. Basically a script with various value objects that store various things. Some remain permanent across a game session, where some will 'soft reset'. I do have a game manager also, which I think might be ddol between sub level screens - to prevent unessessary load times. I'm yet to do any major optimisation, towards the end of the project I'll be going through and sorting a lot of the loading phase studd out, and perhaps rethinking some approaches.
All the best
@@LostRelicGames It will be interresting to see how your game manager works. Maybe in further videos :)
Top-level GameObjects are my favorite way. Then, when you're referencing objects, it's way easier to walk up and down the object hierarchy.
Honest thank you for sharing the knowledge.
Great ideas thanks for sharing
Good video to learn from. Just starting out and these will be good habits to have. Thanks John?
You Fantastic this video! Thank you so much! There is a lot to learn from it!
Proposed project layout in this video:
# Scene setup
1. _Managers
1. _GM
2. _SoundManager
2. Player
3. LevelHolder
1. TerrainHolder
1. AboveGround
2. SecretPassageOverlays
3. Underground
2. OrnamentHolder
1. Plants
2. Clutter
3. Animals
3. ActionHolder
1. Doors
2. Climable
3. Enemies
4. Collectables
5. CratesAndBarrels
6. Interactive
7. Misc
8. NPC
4. FgHolder
5. WaterHolder
6. BackgroundElements
7. FX
4. TriggersAndGizmos
1. LevelExit
2. LevelCollider
3. SpawnPoints
4. CameraTriggers
5. MusicTriggers
6. Points
7. DialogueTriggers
8. LightsTriggers
9. Misc
5. Cameras
1. Main Camera
1. Orth
2. PerspFG
3. RadialTransitionCam
4. BackgroundLayers
6. Lights
1. BagroundAreaLight
2. ActionAreLight
3. TerrainLight
4. BackingWallsLight
5. LightingManager2D (maybe worth putting to 1. _Managers?)
6. Torches
7. Deprecate
wow looks awesome
Wishlisting now! Fantastic game, with great styling. Keep it up
Very interesting stuff : On a personal level I feel the 2D platformer has kind of been done to death, so many retro inspired games and I'm kind of bored with seeing them kind of pop up. BUT, from what I've just seen your game thats work in progress, looks really awesome, I'd love to give it a shot when it comes out, (I also don't mean to sound disheartening to anyone who's thinking of doing a 2D platformer, retro-inspired, I just kinda feel we had a giant boom of them and none of them really meet what I was looking for)
As a game dev (at least try to be when my life isn't ultra busy...) I have my own ideas of course, but my main problem I've found is : Whilst I have yet to feel comfortable like I can make that game, no problem. I'm still in the mentality of throw it together, see if it works* if it does MOVE ON. The issue here is that polish, that spark, that magic of not, this thing moves, it moves, flows and stops, it's gradual, it feels more complex and good. Rather than something simple like if player press button, move 1 to the right.
I did this week (Or last week, I work overnights 😅) about 3 functions of code, working on remaking a project I have already worked on. But without help from tutorials, just reading the documentation for unity* THAT step is a difficult one. What made it worse, is out internet provider rents the lines off a bigger company and outright they have capped everyones internet massively due to the storm that hit like a month-month and a half ago, and they are doing repairs still... Our internet is just 400kbs down. About 100-200kbs up. Between me and two other people, FORTUNATELY I work nights* so I don't overlap with them that much, but that's brutal.
Worked on it, did a bit of coding, No internet - it actually worked... Thank the lord for auto complete and suggestions within visual studio! 😂
So really, Question of the day is, as all developers have it : What's your "proud moment" where your like, Yes, I did that and it's mighty fine and basically 0.000001% of the human population would care about it.
Hey man, I know I'm a bit late with this, but I've been watching your progress on this game over the last few years as it was my inspiration to work on my own solo project... I was just wondering, how did you do those cutscenes (for instance when interacting with the lever at the beginning that makes the platform rotate outwards)? Was it the built in director?
I work on strategy game, and also generate whole map at start, so quite different case. But still it was interesting to see that organization and hear the thoughts behind the process. And I would say, you have very organized "backstage", I am not sure if I were comfortable to show my mess publicly :D
amazing video! it would be very interesting to know how you did the background for the interior, and what you did to offset them to make them feel they are parallexing.
Thanks a lot for this awesome video. Your characters look really nice and seem to be high res. What are you using to make its animations?
Thanks for the info Mr. John Wick
Great video! Super insightful. Starting a 2D Gun/Runner game and this was super helpful im terms of layer organization. Please make more level design videos. 👍🏽 🎮
Glad to hear it Miguel, all the best to you!
i really enjoyed this episode, haha especially the "poew pow" part made me smile :D one question how do you handle the ground collisions ?
There is some overhead to using a hierarchy for objects. Not much, but it can have an impact if done excessively with too much depth. Especially in the UI.
even though I don't use Unity, (i use GM) this was still helpful for organizational purposes
Wow, that's really huge content, thanks for sharing these valuable insights. Considering how large is the map, do you intend to implement some logic to disable the level chunks that are not visible to the player at the moment? I see a lot of game doing it to ease performance, but I'm not sure if this is too much of a big deal for PC/console games
Hey Matheus! Yes I have a script to for disabling level chunks, however I've currently disabled it, as I've not had any noticeable performance issues. When I reach my optimization phase I will do some low spec system tests and make a decision.
This is really useful, as the objects in my project are a complete mess.
Btw, the game looks great!
Do you not rate the multiscene workflow for organising your game into layers or folders? You can even do easy cross-scene referencing of public variables with advanced multi-scene.
Great video! I’d love to learn more about your game manager(s) and script organisation. I’m new to Unity and I feel like my scripts become an incomprehensible mess in record time.
12:08 - what happens if you push the block against the wrong wall? (left side)
Is the player stuck or is it still possible to salvage this scenario?
good question.
haha nicely spotted, I'll add a wooden knob to stop movement, thanks for the heads up!
@@LostRelicGames maybe you can add pull and push function for the block, then you can set more difference type of level puzzle need to solve
Can you please make a video more specific on how you use tiled? It's really interesting your point of view on level edit based on tiles
Looks good gread video :) One question why didn't you use cinemachine for the camera and you can create different virtual camera to do some of the staff. Also for the parallex script I know they can be added on a gameobject and that can be a parent of multipe background layers I think this will offer a much easier way to set things around
Great video! Love the bit about how you do your terrain. Unrelated question: how do you go about designing levels with different player skill in mind? My personal skill level when playing games ranges from fair to potato. I worry that I might make my levels too easy because they’re hard for me but my skill level is not great so maybe they’re not that difficult. Ideally I’d like players to feel challenged but not frustrated.
Greay videos! Very informative. Good tone, quality and content.
Do you have a link to Tiled? I can't find it.
Thank you.
I really like your game
I'm curious about how to import a JSON file created in the Tiled program into Unity. In my case, I'm using SuperTiled2Unity, but it doesn't import when the format is JSON. And second question is about the section in the video at 7:30. I'm curious about what kind of custom editor is being used.
Great content again, very helpful even with just-pass beginner like myself. I now intend to make an action game, and have been searching for information about hitbox and the likes of it for a while, I see there are several ways to approach it, so I need a little help here, could you please give me some advice about it? Which is the most optimal way to design hitbox? I want to keep my code as lightweight and clean as possible. Thanks!!
I like the puppet-show :D pow-pow!
I think you should add bosses! Maybe Thor, Loki, Odin, Ragnarok, the world serpent, etc!
Hey man,nice job there,i wish you could make a video about your game's performance on Steam.
by the way, could you also explain how you managed to turn the tiles into gameobjects in order to move them freely at 7:40? I'm starting with Tiled, but couldn't find any documentation on how to do that
So you were saying that you use an orthographic camera AND a perspective camera. How do you implement something like that? Because I'm working on a top down space shooter, and I'm using a perspective camera for the free paralax effect, but without a orthographic camera, I can't use the mouse pointer to target things. Is there a way I can use an orthographic camera just to get the mouse pointer information?
I think this is my 4th watch... Each time I learn more and get better.
I need to see if I can make a complete set of those 'folders' to simply appear... like a prefab of them I can use from any project.
Can you make global prefabs that aren't specific to a project? Jeez I have more questions than time...
I wonder how do YOU manage sound effects - triggering and balancing volume for them. I'm planning to rework my system and I have some ideas, but maybe you have something interesting.
I have a fairly simple sound manager, basic API: fade audio source, play one shot etc. I try my best to balance volume before bringing the audio files into unity.
good content