Lab 12 - Level design (Deadline 28.11 10AM)
1.5p for meeting all the requirements.
0.5p by making your level look interesting (subjective grading).
Probuilder tutorial video:
ProBuilder basics
Useful shortcuts:
- Hold Ctrl while moving to snap to grid.
- Hold Shift while moving faces to extrude.
- Alt-click on ProBuilder buttons to modify the custom settings.
Steps:
- Create a new 3D project.
- Add graphics files:
- Download the following pixel art texture pack: https://subpixel-studios.itch.io/scifi-pixel-texture-pack
- Download and split explosion graphics: https://opengameart.org/content/pixel-explosion-12-frames
- Download and split game props:
- Create the initial room
- Add Probuilder package. Windows->Package Manager->All->ProBuilder
- Create materials for 5 of the wall textures:
- use legacy shaders
- use point filtering
- don't generate mipmaps (will break some textures on further distances)
- Create an initial room geometry, it is recommended to construct it from multiple meshes.
- Add materials to the room.
- Add point lights (disable their shadows to make them significantly faster)
- Match the texture scaling with the room by changing the tiling option under the material.
- Create explosion effect
- Import Characters package and add the FPSController to the scene.
- If character package is missing, install standard assets from here: https://answers.unity.com/questions/917023/unity-5-standard-assets-are-missing.html
- Create explosive barrels
- Create an explosion particle system, with texture sheet animation (Sprites mode) and sprite material.
- Create a script for camera facing billboards (it should rotate only around y-axis). You can do it by modifying the sample code from here: http://wiki.unity3d.com/index.php/LookAtCameraYonly
- Create an explosive barrel prefab, with the camera facing script and custom barrel script
- Implement the barrel script. The barrel should start exploding when the player gets close. It should have an initial anticipation time and knock the player back on explosion.
- Continue editing your room geometry, eventually you should have at least 3 different connected rooms or corridors.
- Make your level interesting to run through. (0.5 points are given subjectively by how interesting your scene looks)
You don't have to implement doors, keys, exit and etc but you could. You will receive max points by just having 3 different rooms with a lot of explosive barrels.
Submission
Build your level and submit the build.
12. Lab 12 - Level DesignSolutions for this task can no longer be submitted.