The warcraft game level is a small part of the game, which is usually a small part of the entire game world. Almost all games, in one form or another, use game levels. Dividing the created game into levels allows you to: split the game into separate independent parts-levels, reduce the game’s loading time, more precisely control the player’s movement in the common game world, execute an independent design of each level, control the complexity of the game increase from level to level, put in a job at the same time several designers of game levels each designer works on his own level of the game, reduce the consumption of resources by the game each game level loads only the data that is needed for this level games and no more, simplify AI, you only need to process those monsters that are at the current game level. Since game levels are so convenient let’s add them to our game. You can visit https://cakeboost.com and come up with the best options.
What the game level consists of
What are the components of the game level? Usually at least one of the following components:
- Description of the location of game objects enemies at the level, walls and other obstacles, game bonuses, etc.
- Description of the goals of the level as a rule, these are the conditions under which the game level is considered completed.
- Description of the logic of the game level most often these are scripts that define the game logic of this level
Naturally, in addition to all this, various types of game models, textures, sounds, etc. are also considered part of the game level. In general, everything that makes up the visual and sound part of any game. These components can be either unique for the current level of the game like a unique boss at the end of the level, or common with other levels like an ordinary wall, an asteroid, a sprite shot or an ordinary enemy.
Game Level Creation
Usually, game levels are created in special editors, which are called game level editors or simply level editors. Usually editing a level in such programs is maximally simplified and automated, in order to simplify and speed up the creation of the next level for the game. However, we don’t have an editor yet later there will be a lesson on creating an editor of game levels, so we’ll have to do with available means. The most convenient of these tools are the same XML-files.
It’s also time for us to introduce the concept of game levels, because the random generation of enemies is, of course, good, but we would like to have on our part what is happening in the game. So, the next stage in the creation of the game will be the creation of game levels, or rather for now only one of them. Since ship flies through the game level, probably the most logical and correct decision will be to place enemies simply by setting their coordinates, i.e. position in the space of the game level.