Level design guidance needed.

Grit

Well-known member
Hi guys, progress is slow but I'm getting there.
Working on the combat system but
Level design is something I'm yet to work on. Random levels won't work.
I'm looking to have this as my menu screen and stage for the tech demo.
It's to serve as a prologue referencing the animated movie STF2
I don't want the characters feet overlapping the grass but the other way around.
Would like to know how would I go about it?
 

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I want to replicate this.
The game open up immediately to Ryu vs Sagat. If skipped then that same stage will be used for the menu.

I personally hate games which takes you directly into game without being able to customize anything. Extra seconds spent entering main menu to enter the game is better than seconds spent in confusion when game starts without you knowing that it has started.

To me skiptoset is for custom menu, scripted mostly.
 

here's a quick vid of the theory and a demo to play around with.

@danno , I only got around to checking out the demo recently and it's exactly along the lines that I'm going for.
I like when the enemy jump straight up and does an diagonal kick down.
Boss attacks will work like that for those in 2D.

I'm going to keep the level 2D since it's just the intro stage to the game, 2D give off a familiar feel until you walk to the back and Guile face the other direction.
Thank you again.
 
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