Join Adam Crespi for an in-depth discussion in this video Designing semi-autonomous systems, part of Unity: Level Design.
In our game beyond running around a nice looking place, we need to have the idea…that the world is functioning. Even if the functioning world is really…just there to add color to our experience. We know from our core mechanic here and…secondary mechanic that we're going to encounter other players or other characters.…Depending on if this game is networked or not, we may be playing against actual…people or semi-autonomous systems. One semi-autonomous system we'll need to…take care of, at least the thought of, are the other shopkeepers.…
They should simply appear to function, and we can interact with them.…A semi-autonomous system is a system that appears to be functioning, until the point…we interact with it, at which point our behavior changes what it is doing.…An autonomous system, then, functions on its own.…An example of an autonomous system in this game might be the daylight cycle if it's animated.…We might put a sun in and simply have it cycle over the course of the game.…And so our game timing section has an indicator of needing to deal with that.…
Note: This course places a strong emphasis on modular construction techniques and resource optimization as part of the design process, which will help your build process be more lean, nimble, and efficient. A basic knowledge of Autodesk 3ds Max or Maya, and Adobe Photoshop is recommended.
- Setting goals for the player
- Planning the player path
- Bounding the world invisibly
- Defining player scale and field of view
- Using and joining modular elements
- Setting up prefabs
- Adding ambient animation
- Opening doors
- Making stairs walkable
- Lighting scenes