Hello all, and welcome to our 2nd Design Log post!Last time we talked about how our Team prepares for the hands-on work in the GameMaker engine; including having everything documented, discussed and approved by all other Sub-Teams (Programming, Art and Production). On this log, we’ll be talking about tiles and layers, which are really crucial for any game development process.Whenever a New World is setup,there are a few coding adjustments. After this is completed by the Programming team, the engine will now be available for level design. Each level will have its own requirements that must be followed, such as the theme of the level. That includes things like aesthetics and certain mechanics that need to be used as a baseline.The process starts as a blank canvas, which in reality is more like a blank tile sheet. The Designers will start by creating the layout of the level based on the current mechanics, followed by adding enemies and polishing the level based around player-enemy interactions, and finally adding decal objects to add some spice to the visuals.Each Designer (Tre, Youssef and Gabe) are able to work the way they prefer, such as doing the whole layout of the level first and then add enemies, or work on both at the same time (placing enemies as the layout is being made).
Another entry in our design log series detailing more about BiT Evolution's design process.
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