The theme for the game jam was announced last night: “The toys are alive”. I’m not a huge fan of specific themes like this, but I did manage to do a good amount of brainstorming last night.
I’ve got some decent ideas, but I’ll need to prototype further in my head, on paper, and finally in Unity.
Today, at least to start, I plan to keep going through some Unity tutorials.
The ideas for my game generally require some sort of partially tile-based world. That is, I need a grid representation of the world to script to (to run game logic against). The grid representation will help constrain the game world so it’s more understandable to the player. But I also want it to be a full 3d rendered environment with flexibility in how it looks. I suppose two examples of games done in this manner would be Back to Bed and Monument Valley.
Should I just use re-usable basic building blocks at the tile level and do all level building in Unity? Coming up with an internal representation of the game world would be easier then. Or should I use Blender to model the levels, giving me the utmost flexibility, and then in unity somehow try to define “gamelogic layers” (or can I mark up the model file in Blender somehow). When modifying a level, I certainly don’t want to have to keep two representations in sync, so that kind of sounds like a pain.
The former seems like the better choice. Is there anything in Unity that can help me constrain where I can place my building blocks, thus making level design easier? Will I have performance issues if my colliders are based off individual little tiles instead of a single large mesh?