Rayman Origins Ps3 Iso

0 views
Skip to first unread message

Josefa Palsgrove

unread,
Aug 5, 2024, 4:21:48 AM8/5/24
to chikecorrau
Doesanyone know the technique they used to create their levels (using rayman origin as an example)? I'm strictly speaking of the floors and walls. Doesn't look like tiled based. What is the workflow that would be needed for a non-tiled based game? I am trying to implement something like this (below) but I am stuck between two ways of doing it

First: Just have art assets and get/set positions of them, similar to tiled based but the objects would be more detailed (with different positions for the x and y)-seems slightly tedious, I could save the locations to a text file and load it from there.


Second: I have seen an article which I can't find, but the game dev pretty much drew the base level (the walls, floors) and then added a bit of imagery on top of it. So in the picture below, they would've just drew green ledges and walls, then cover them up with leaf-like assets. - I would really like to implement this option, as I could for example, draw a straight line for a hill, then cover it up with some assets, but the collision would still be the straight line


This is the style used in Braid and Aquaria, both of which have an "almost" 3D look. The game you mention may be done the same way. Even scenes where objects are animated in a 3D way may just be animated sprites.


I can give more insights on this since I worked on it. We were indeed using a level editor similar to what's described in Tim Holt's answers: levels are built in 3D but all objects are flat, and the projection is orthographic.


But there is more than "a set of 2D sprites". The way UBIart worked at that time (I'm sure it evolved quite a lot today with the upcoming release of Rayman Legends) is that we had roughly two different sets of entities:


The friezes were the blockout geometry, so the static collisions on the gameplay side. Level designers could edit them with a simple polygon editor to create a level's layout. Level artists could create and assign different sets of border and filling textures to give the levels their base look.


The actors were either decoration or gameplay elements, using a component-based system. Most of them were either static images, or animated using a custom 2D skeletal animation tool. Level designers could place gameplay actors them anywhere in a level and play right away. Level artists could also drop images straight into the editor which would create actors for them.

3a8082e126
Reply all
Reply to author
Forward
0 new messages