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How to determine length of stages in a 2D platformer?

Discussion in '2D' started by GazingUp, Jun 20, 2021.

  1. GazingUp

    GazingUp

    Joined:
    Jun 16, 2015
    Posts:
    271
    So I've got my rule tiles all neatly mapped ready to make my level. But how do you decide how long the level should be? First step's to lay in the tiles. Then the puzzles, then the enemies - does anyone have a workflow to create stages so you know the player isn't running for a whole hour across a stage? It's real easy to tile levels but they just end up massive.
     
  2. Tarodev

    Tarodev

    Joined:
    Jul 30, 2015
    Posts:
    190
    Sounds like something you'll just get a feel for and would be different for each game.

    One tip I can give you though is once you know roughly how big a decent level is, create a script which draws a debug cube in the scene view with your ideal map size. That way you can use it as a guide and try to stick roughly to it. Something like this:
    Code (CSharp):
    1. [SerializeField] private int _idealMapWidth = 20;
    2.     [SerializeField] private int _idealMapHeight = 10;
    3.     void OnDrawGizmos() {
    4.         Gizmos.DrawWireCube(Vector3.zero, new Vector3(_idealMapWidth, _idealMapHeight, 1));
    5.     }
     
    MoonJellyGames likes this.