Basic Level Blocking


Basic Level Blocking

Tilemap

For building the level I made use of a tilemap as I decided to work with a spritesheet for the environment.


To give walls collision I placed them on their own grid with a tilemap collider with a composite collider. This combines adjacent wall tiles into one collider to prevent buggy collisions and potential performance issues with lots of colliders.


A look at the map with some camera post-processing effects.


The gated off areas are where I plan to have enemies spawning from during each wave. The middle building with the small room is where the player will be able to purchase upgrade from in-between waves.

Enemy Collision

Enemies will have full collision, being able to block the player, this is to prevent them from walking through enemies in doorways blocking their path.


An alternative approach to this is knock-back when taking damage from an enemy, but for now I've chosen collision instead.

Feedback

The sizing of the first map felt good to testers and set enemy spawns (outside the gated areas) was complemented. An idea for player activatable traps around the map was suggested which I like the idea of and will be messing around with.

Files

v0.1.zip 9 MB
Sep 08, 2023

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