![]() We automate prefab generation with Merlin’s Prefab Lab, a plugin that automatically creates a new prefab in Unity for every 3D model. These “Prefabricated Objects” will be the building blocks we utilize to assemble the level geometry. We can already start populating the level with this mockup, by turning the 3D model into a prefab in Unity. The artists have made this for a general indication of size and shape, but we still need to make the final 3D model. The proto-tower is not final, it is a simple blockout. From there, they are automatically imported into Unity, ready to be used within the game. We save this object in a folder titled “models” in Unity. That way we can easily place all objects “on the ground”, as their zero-points are already there too. ![]() Note that the pivot point is at the bottom of the object. This proto-watchtower appears at several points in the level, and can be complemented with other objects like palisades, crates, barrels etc. ![]() Every object sits in its own file, and this file contains everything it needs. Because all objects are sized in this way, they also align to the other objects in the game.Īn object is essentially a 3D model in Autodesk 3DS Max. Each is made to fit easily into the larger game, and it’s sized specifically to align to tiles. TilesĮverything in the game (buildings, crates, fences) is an “object”. Setting up (or changing) an entire scene is easy and fast, which allows you to quickly test different variations of the level. Perhaps the biggest advantage of a tile-based system is that it allows for a quick build-test-refine cycle. With a small set of blocks you can create some pretty wild variations. Instead of building every asset by hand, we create a set of building blocks, which can snap together. It gives you a great deal of freedom, but because the levels take more time it limits the scope of the game. The level construction also becomes an inflexible and time-intensive process, which hurts iteration and experimentation. Previous Paladin games, such as Momonga – Pinball Adventures and Nikko RC Racer use the build-it-manually approach. ![]() When you work on levels, you have two approaches: Using a modular tile-based system (think “Lego”) or building everything manually. In this segment I’ll go into the environmental objects, and how they are set up.
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