Level Designer Prototype
Posted: December 8th, 2015, 8:48 pm
I just want to show some of my work.
Basically I tried many Level Builder but none of them gave me the freedom I wanted.
So I programmed my own.
Please ignore the UI it is just functional at the moment for testing and dev purposes
The game has no name yet
Engine: Unity3D
Character Model: Sintel, will be replaced by DAZ3D Chibi models
Buttons:
Off: Just turns the editor mode off
BPlace: Place a block shape
Delete: Deletes block or prefab
Change: Changes texture of a block shape
Inspect: Loads the target block or prefab into active block (click on a block and you can copy it)
PPlace: Place a prefab (object interactive or non-interactive [chairs, candles, doors, switches, traps ...])
Snap XYZ: Switches off the grid and you can place an object with 0.01m precision.
Advanced Mode: Switches X and Z grid off and sets rotatation to 9degrees
Save: Saves level to XML
Load: Loads level from XML
1st Screen:
You can see 8 Basic Shapes and 8 Basic Materials, the Shapes can be scaled from 0.01m to 20m and rotated 90degrees in every direction. Blocks and materials can be combined in every manner.
As long as Advanced mode is off and/or Snap Settings are on the Grid is scaled to the active objects bounding box
2nd Screen:
A scaled cube as ground layer.
3rd Screen:
A gate build with cubes and slopes, editor is in delete mode
4th Screen:
Building with Advanced Mode off
5th Screen:
Building with Advanced Mode on
At the moment I am working on a nice UI System.
Comments and feedback are welcome on this very early project
P.S.
I am living in Germany since 10 years, so please excuse chaotic capitals and/or grammar.
Basically I tried many Level Builder but none of them gave me the freedom I wanted.
So I programmed my own.
Please ignore the UI it is just functional at the moment for testing and dev purposes
The game has no name yet
Engine: Unity3D
Character Model: Sintel, will be replaced by DAZ3D Chibi models
Buttons:
Off: Just turns the editor mode off
BPlace: Place a block shape
Delete: Deletes block or prefab
Change: Changes texture of a block shape
Inspect: Loads the target block or prefab into active block (click on a block and you can copy it)
PPlace: Place a prefab (object interactive or non-interactive [chairs, candles, doors, switches, traps ...])
Snap XYZ: Switches off the grid and you can place an object with 0.01m precision.
Advanced Mode: Switches X and Z grid off and sets rotatation to 9degrees
Save: Saves level to XML
Load: Loads level from XML
1st Screen:
You can see 8 Basic Shapes and 8 Basic Materials, the Shapes can be scaled from 0.01m to 20m and rotated 90degrees in every direction. Blocks and materials can be combined in every manner.
As long as Advanced mode is off and/or Snap Settings are on the Grid is scaled to the active objects bounding box
2nd Screen:
A scaled cube as ground layer.
3rd Screen:
A gate build with cubes and slopes, editor is in delete mode
4th Screen:
Building with Advanced Mode off
5th Screen:
Building with Advanced Mode on
At the moment I am working on a nice UI System.
Comments and feedback are welcome on this very early project
P.S.
I am living in Germany since 10 years, so please excuse chaotic capitals and/or grammar.