welcome to the fps micro game prototype
this video is part of our beginner
prototype series in which we explore
creating small projects focused on game
mechanics
we wanted to create a prototype that
shows how to implement a very dynamic
movement mechanic
the wall run into an existing fps game
template
we also spent some time working on the
level design to interact with the new
mechanic
and redesigning the overall look to give
the game a different feel
everything shown is available to
download and experiment with yourself
and we've also created a more in-depth
workshop video
walking through more details both can be
found
on the unity learn site via the link in
the description below
in this video we'll look at how we
thought about the level design of the
project
and how we used pro builder to create a
level tailored to the wall run mechanic
in the next video of the series we'll
explore how we updated the graphics
pipeline
to achieve this new look the wall run
mechanic
strongly depends on the situations that
surround the player
to use this kind of movement in a
natural way and keep the gameplay fun
we needed an environment built with this
feature in mind
in fact this is true of almost all video
games the abilities of the player
and the level design go hand in hand and
changing one often means that you will
need to change the other
this is why we chose to create a
completely new level that allows for a
different kind of gameplay
we wanted to prioritize the movement
over the shooting mechanics
while still remembering that this is an
fps game
the idea was to alternate platforming
phases the player can face with the wall
run
with sections in which there are enemies
to defeat by shooting
since the player needs to become
familiar with this new way to move
we start the level with a single wall
run that acts as a tutorial
and has a player land on the first
platform when landing on the first
platform
the player should understand that he can
jump from a wall so the second puzzle
consists of two parallel walls where the
player has to bounce to move
over here a standard enemy waits for the
player
in order to point out the real
possibilities that the wall run can
offer
we prepared a spiral of walls that the
player can use to reach a higher place
landing on the next floor
this floor is larger than the others and
hosts a group of enemies
after passing these three enemies a new
wall run sequence awaits the player
here a slopping wall awaits by jumping
over it the player can achieve an
overhead floating platform
lastly we made another group of two
walls that allows the player to arrive
at the boss floor we chose to kept the
boss inside of a building
to be clear that the player will not
find additional wall run sequences
here and that a new challenge is inside
and with the same logic we made the
first building so that the player can
immediately feel the mood beyond the
door and the change of gameplay
to create the models that compose the
level we used a unity package called pro
builder
pro builder is a free level design tool
available in the package manager
that allows users to quickly prototype
by creating 3d models
directly in the editor it is optimized
for building simple geometries
but also capable of detailed editing and
uv
unwrapping too in pro builder creating
shapes like these panels
take a few steps starting from a basic
mesh like a cube
it is possible to access and manipulate
all the data of the polygon
a polygon mesh is a collection of
vertices edges
and faces and the way that those are
positioned
defines the topology of a polygon
with pro builder it is possible to move
rotate and scale
each of these different types of
elements to achieve the desired shape
once you have created a new element it
is possible to export the meshes
as models or turn them directly into
prefabs
for fun we recommend creating your own
custom elements and experimenting by
adding new platforms and challenges to
the level
in the last video of the series we will
explore how we achieve the new look of
the game
by changing the graphics pipeline from
the built-in renderer
to the high definition render pipeline
the fps microgame prototype
and the original microgame template are
available to download
via the link in the description below we
have also recorded a slightly longer
workshop video that is published on the
unity learn website
click the link in the description to
learn more
thanks for watching
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