Best approach for many, small levels

Hi,

Think of a game like angry birds or cut the rope where you have say 100 levels you can choose from in the main menu (when you unlock them).

Would you create a new scene for every level and hard code them? Or just have the one scene, load level-specific data from an xml and populate the scene?

Are there any other ways of doing this better in unity?

I would use one scene and levels created from data.

–Eric

For our puzzle game, we have one puzzle level and a list of level “cards” (lack of a better term) which describe where to position the pieces.

Is it viable to make a level editor in unity?

Run the editor, create your level, save it out to an xml file. Then the actual game loads the xml, pulls data for the correct level and builds the level.

Obviously the editor would need to have a good GUI interface. I know that UnityGUI can be somewhat limiting, but I’m guessing it could still be viable, especially if the editor won’t be released?

JRavey - what do u mean by “cards”? Are they external files that you parse into the program (like an xml)? Or are they objects within unity?

Sure.

It would probably be better to make the level editor work in the Unity editor, unless you were making something for users of the game rather than yourself.

I can’t think of anything offhand that’s limiting. Complicated, maybe.

–Eric

No, it is just our term. Our editor dumps the C# required to make the level, populate a few arrays, etc. This output is actual code, not XML, but you can do XML if you’d like. You will have to write a reader to turn that into an actual level.