Some core elements are generally required when creating a new level. These include:
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A new level is created without any assets.
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Be sure to add some meshes so that something is rendered in the level.
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Levels are physics based, thus a light source is required to view anything in the level.
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Adding a Directional Light from the Lights section of the Modes panel will render your level.
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Set the Location of the directional light to 0, 0, 100 to have the light hover above the level origin.
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When tiling your level with meshes, the process can be sped up for drafting sake.
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Increase the snap size to something relative to the ground tile.
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Duplicate and place new tiles using Alt + Left Click and drag to the required location.
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Select a number of tiles to duplicate multiple tiles at a time.
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Starting the game will result in the character spawning in the corner of the map and possibly infinitely falling if no tiles are present at that location.
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Add a Player Start from the Modes panel.
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Change the Location of the player start to [0, 0, 100] to have the spawn point at the level origin.
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Meshes are currently being rendered, but the sky is still filled with darkness.
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Add an Atmospheric Fog from the Modes panel to illuminate the sky.
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Set the Location of the atmospheric fog to [0, 0, 300] to have the fog source hover above the level origin.
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Currently, the sun is seen to be lying on the horizon in the distance.
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The sun can be controlled by attached it to the directional light in the level.
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Select the Directional Light from the World Outliner.
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Search for Fog in the Details Panel Search bar.
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Check the box for Atmosphere / Fog Sun Light.
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The fog colour show now change to the sky light colour.
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The sun spot can now be rotated to cast shadows in the level.
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A realistic reflection profile needs to be present within the level.
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Add a Sphere Reflection Capture from the Modes panel.
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Set the Location to [0, 0, 500] to hover the reflection capture above the level origin.
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Select the Build dropdown then select Build Reflection Captures.
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The level is now ready for meshes to be added and the level design to be realised.
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Be sure to make use of Filters in the content browser to easily identify all available meshes within the project.