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Block Brawler is a super simple multiplayer platformer brawler: squash your opponents by jumping on them! The more you get squashed the smaller you get. You move faster the smaller you are, but too small and you lose and become a ghost! This game was originally designed and developed in the PhyreEngine for PS4, the concept worked very well and was well received; Since then I have worked to recreate the game in Unity. This has been done entirely from scratch, making new models, animations, textures, fonts... 1.1.4A is the latest version, with a new map added, along with some bug fixes

Post news Report RSS New Level - And how it was made

A quick run down on the basic process that I go through in producing levels for Block Brawler.

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Block Brawler now has a 4th playable map!

And here's (briefly) how I made it.

New Map

Title: Pipes

ingame

Setting: Green hills with pipes leading down to a sort of sewer system

Features:

  • 1 Pipe down to sewers.
  • 1 Pipe up to get some height.
  • 2 Grills/Manhole covers with small holes for smaller blocks to fit through.
  • 1 mid chamber with 2 large entrances and the grills top and bottom.
  • 1 large chamber at the bottom of the map.

Spawn points: All above ground

Lighting: "Sun" above ground, some small point lights below


The Making Of

Please take note; I am a programmer, I know I might be doing this wrong...

Program: 3ds Max

Step 1: Using planes, made up of grids of many squares, cut out the free space for each layer of the map.

early design


Step 2: Using target weld I convert select boxes into slopes as needed

Step 3: Selected and apply the materials to the appropriate areas

Step 4: Extrude the faces

front


(I don't have screenshots from every step sadly...)

Step 5: Chamfer the edges of blocks

It's important to do the chamfer before optimizing, or the chamfered edges become uneven at the joints.

Step 6: Optimize the mesh down to the least number of vertices without losing the shape.

I use the ProOptimizer for this, getting it as low as possible before tidying up with target welds.

*These steps are done for each layer*

combined


Step 7: Export to FBX

Program: Unity

Step 8: Import the FBX, reset the scale and rotate to face the camera, copy the required extras onto the prefab.

inunity


Step 9: Adjust the extras: Red boundary boxes moved to edges; Bot Marker moved to lowest point I want view-able; Collision boxes arranged to match the level; Spawn points moved to appropriate places.

colmeshes


Step 10: Adjust the light positions and colors: I'm using a yellowish green this time for the sewers.

lights


Step 11: Create the scale model (0.055) for the level selector

boxed 1


Step 12: Link them into the game. I'm using simple arrays to hold my levels and associated assets.

Done...

Other News

  • Added the Dutch Flag to the available skins
  • Added some conditions to the movement particle spawning, so now they wont just keep spewing out blocks if you stop moving...
  • Changed the camera to a fixed angle; the look-at feature of the previous camera threw the angle off too much when very zoomed in.
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