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Level design technical issue #187768
03/10/08 06:32
03/10/08 06:32
Joined: Oct 2003
Posts: 825
22�21'24"N 114�07'30"E
Frederick_Lim Offline OP
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Frederick_Lim  Offline OP
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Joined: Oct 2003
Posts: 825
22�21'24"N 114�07'30"E
I am playing "Devil May Cry 4" and "Ys Origin", and found that a level is composes of many small level.

I am thinking using this approach as it is easy to design many small level instead of a huge single level, I think loading a huge level is not hardware friendly and most importantly, it is not a pleasure to working a huge level in WED

I am thinking to use level_load() to load the sub-level when the player move the the "edge" of the each mini-level, but I wonder how fast is level_load() for this purpose, as suppose the player can leave/enter between sub-level with acceptable lag.

Any idea or existing snippet demonstrate this technique?

Thank you.

Re: Level design technical issue [Re: Frederick_Lim] #187769
03/10/08 15:04
03/10/08 15:04

A
Anonymous
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A



Using the level_load-technique to seperate a huge world into many small levels can result in ugly lags when playing the game from a slow media (CD/DVD/INTERNET/NETWORK/SERVER).

You also not only have to load the new level but also manage the possible changes in the single small sublevels (if the player ):

Code:

!start
|
!enter sublevel
|
!save actual sublevel state (save_game)
|
?new sublevel already entered/saved?
/ \
no yes
/ \
!level_load !load_game



I once tried it with success (running from a fast hdd)

I prefer the way like in HL2 (where the world is devided in several sublevels but with a remarkable loading (5-10 sec.) of the levels [better than small lags])


Re: Level design technical issue [Re: ] #187770
03/12/08 08:08
03/12/08 08:08
Joined: Mar 2003
Posts: 4,264
Wellington
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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
Generally acheived by using doors or S bends so that when player enters an S bend or a door, the next sub level loads and when past the point, the old one is removed.

A preloading mechanism stops any lag effects but if the sub levels are small enough may not be needed.
How ever, any ent_create call should be preceeded by a preloader at level start.


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