I’m developing a 2D Platformer and I’m about to make my first level. However I’m wondering what the best way to go about creating levels is. What is the best way to divide up the levels? Should I create various grouped platform objects and transport the player between them, or is there a better way to go about this? How would this be done in Unity typically?
Anytime I Google this topic, I come up with tips on the level design itself - how to design the platform arrangements, including suggestions like 3D modelling, which I’m not interested in. I’m interested in how to do this inside Unity itself - how do I go about creating levels in different sections and dividing them up?
For example, suppose I’ve designed one level. As soon as the game runs, you appear in that level. I’ll think more about a game menu starting screen and such when I get further one, but for now just say I have one level. How do I start the second level?
Thanks. So levels and scenes are the same thing then?
Sort of, you could have a scene be multiple levels.
Conversely, a level could consist of multiple scenes.
A ‘level’ is a delineation for the benefit of the player, that tells them the relative level of challenge they can expect to encounter. A scene is just a grouping of instances of assets that compose a gameplay experience.
Alright, so with that in mind, do I need to make new scenes to make levels? If not, how do I make new levels?
Personally, I would have each level as a different scene, then load each scene as is appropriate.
I’m currently trying that and it looks like it’ll work nicely. Just trying to get a grasp on what exactly is the “best” way.
Technically there is no “best” way, it’s what works for your current project.
This.
You could consider a JRPG to consist of a single ‘level’ or world (e.g. Final Fantasy I). However, there’s the overworld, Corneria Town, Corneria Castle, the Temple of Chaos, etc. etc…each would be it’s own scene.
But, for a platformer, general convention feels like one level maps to one scene. Stick with that.