Game Development Reference
In-Depth Information
Sample platformer level layout
=
Wall
=
Key
=
Treasure
Figure 14.2 Because of the
grid design of the levels, it is
easy to map out a potential
level design on paper first.
=
Player start
=
Enemy
=
Portal
(preferably)usingacustomeditor.MuchlikeinChapter10,we
ll
store this level data in XML. This keeps the data modular and flex-
ible, making it easy to add/remove elements from a level. It also
enforces a level of organization on the data, keeping it readable if
you needed to make edits by hand.
In addition to the level data living outside the final game SWF, it
'
'
s
a good idea with a game like this to externalize as many assets as pos-
sible. As such, we
ll look at maintaining separate SWF files for the
different art assets used in the game. Each level XML file will include
the asset SWFs it uses, and the engine will handle loading those files
before assembling the level. Keeping these assets in separate SWFs
'
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