Chapter 3. Playable Levels in No Time
The most critical time for any level is in the beginning. The method in which the level is initially built will determine how the rest of the level will evolve. As levels are becoming increasingly complex within games, speed and efficiency are highly valued traits for designers. Putting the essential objects in place to rapidly prototype a level within the CryENGINE will be the focus of this chapter.
In this chapter, we will explore:
Creating a road to give some direction to our player
Placing a spawn point entity into the world to give our player somewhere to start
Utilizing layers for organizing our level objects
Using the asset browser to place brushes
Creating Constructive Solid Geometry (CSG)
Placing a basic Artificial Intelligence (AI) entity
Creating an entity archetype
Generating AI navigation and exporting it to the engine