3.3.6 Level Settings

Every game is composed of one or more Levels. A level is a self-contained unit of gameplay with a defined goal. Think of this window as defining the “world” that the game takes place in. The Level Settings are used to control the overall qualities of the game space, including the perspective of camera and the of the size level.

Users can choose and adjust a variety of para- meters that define this space. The first three fields in the Level Settings window allow the user to create a name for the level, write text that is dis- played when a player begins playing the level, as well as text that is displayed when players complete it.

The Perspective of a Level indicates whether the Player is viewing the play field from either a “top-down” or “platformer” perspective. In the platformer perspective, the player controls an avatar that jumps from platform to platform. In top-down perspective, the player controls an avatar seen from above, which can move in all four directions.

Choosing a platformer perspective opens up a Gravity submenu. Gravity determines the amount of downward force placed on moving Sprites in the game. Increasing the gravity increases the speed at which objects fall, and allows avatar sprites to jump and fly.

Single Screen means the game is restricted to the size of one visible game screen— a 16 x 12 grid of Sprites. We recommend starting out with this setting, as it can help focus new game designers.

Choosing single screen opens up a Wraparound submenu. Wraparound means that when the player leaves one edge of the playfield, her avatar will reappear at the opposite edge.

Multiple Screen means the game screen will move with the player, revealing previously unseen areas as they move towards the edges. Choosing Multiple Screen opens up a submenu that lets users determine the total size of the playing field, up to a grid of 160 x 120 Sprites.

Edge Bounding determines how the edges of the playfield behave. Some edges can stop the player’s motion or allow the player to pass freely. In platformer perspective, if the player falls off of the edge of the screen, they will automatically lose the game.

Background and Music let the user choose from backgrounds and musical themes (or silence) that will play during the level. Players start with a few of these and earn more throughout the Quests. To see where in the Quests the backgrounds and music are earned, go to the Quest Guide.

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