Adding polish to our environment to immerse the player and optimizing
With the tools and techniques introduced in the previous sections, you should now explore building out your level design. Closed Sprite Shapes for the primary platforms, open Sprite Shapes for platforms that are both static and moving, and Tilemap platforms mixed in for a particular area of the level – all used to give the player an experience and challenge on their journey to the habitat station we provide a signpost for in the background.
Platforms on a blank screen are rather dull. Let’s add some polish to the level by adding a background and some movement.
Polishing the environment
With your game level now well on its way to being defined (we’ll, of course, be making plenty of adjustments once we add the player character and can start play-testing the level), let’s have a look at finishing and polishing the environment, starting with adding the background and foreground elements...