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Hello again.

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In this lecture, we're going to be creating three levels so that we've got some ammunition in the future

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where we can load from one level to the next.

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And I'm creating this big kind of level to have a little bit of fun, a little bit of level design fun

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where I'm introducing the mushrooms and the spikes and the enemies and all that kind of jazz.

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So let's get started in a moment.

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I'm going to unleash you on a challenge to create a couple of levels.

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But for now, I want to talk through a couple of things.

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The first thing is for each of my levels, I'll have a spot where it's going to be the starting point.

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I'll grab my player, put my player where I think the starting point of the level would be either up

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here on the ledge, you jump down and progress or down at the bottom and you run through maybe at the

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top here just for a bit of fun.

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And the play is going to run, run, run.

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And here it's pretty clear you end up down here and there'll be some sort of icon that says this is

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how you exit and load into the next level.

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The other thing I'm going to point out is I'm going to be talking about rooms.

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So here I see that the area that the camera fits in.

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So this is the camera at the moment where we fit in there.

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I'm going to say kind of one room.

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And this level I've got at the moment, it's around about three rooms, maybe four, if you can include

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the fact that there's a bit of extra stuff down the bottom.

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So one camera width or room two and then sort of three, that's about a three room level.

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And at times we want to have a one room level, times we might have a 30 room level.

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This one's about a three.

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Okay.

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Now the other main thing we need to do is click on our prefabs folder and prefab everything that's in

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our scene that we want to have persist in our other levels.

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So I'm going to prefab my enemy.

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Drop it down in there.

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That's good.

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And prefab the cameras.

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Drop that down in there.

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I'm going to save up my scene to make sure it's all happy with our prefab thing.

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It looks like it has.

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Now, next up, click over on our scenes folder.

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I'm going to rename this just click one more time.

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Rename this to Levels.

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Levels and scenes is pretty much the same thing.

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Scenes as a unity word and levels is more of a video game word, I think more in levels.

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And then what I'll do is click on our sample scene control data, duplicate control data, duplicate

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one more time.

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So now we've got three levels that are exactly the same as the level we've got there already.

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So we've got our three scenes.

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I'm going to rename this to be level one, level two, and you guessed it, level 17.

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No, just joking, level three.

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And it's asking me to reload because that's the scene we're in at the moment or the level we're in at

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the moment.

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We reload, make sure that we've still got all of our prefabs that have been prefabs and it looks like

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they are.

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So we click through them, they look like they're all exactly the same.

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That's fine.

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Level two I'm going to keep mostly the same.

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I might do a little bit of tweaking.

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Level one, I'm going to make this a small little introductory.

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Here's how you do a jump and level three will put in all the bells and whistles, all the stuff that

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we have now.

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So here's what I've got to challenge for you.

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That is that we need three levels.

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Side note, you couldn't make this thing one entire level and not have to do any loading or any of those

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transitions.

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That's totally fine.

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If you want to make one big mega level, tile map will let you do that.

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But I want to teach you some things about how we load from one level to the next and have things persist.

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So we are going to create a few levels.

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You could be cheeky with this and just make one tiny little alteration for each of these three levels

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and call them three levels.

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That's fine if you want to do that.

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If you don't want to actually do any level design, not a problem.

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But here's my challenge for you is to make everything prefab.

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You should have done that already.

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Duplicate your existing level so you have three levels.

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You've probably done that already as well as I've gone through it.

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And then level one, a single room where you just jump over spikes so the player learns, Oh, I run

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along and I jump over the spikes and I get to the end and I load a new level.

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Don't worry about the level loading just yet.

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We'll get to that in the next couple of lectures.

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Level two is a triple room, so kind of the size of the level that I've got at the moment that has ladders

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and enemies, but not yet the mushroom and not yet anything else.

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And level three, as big as you like, do whatever you want, introduce some bouncing, some gaps to

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jump over.

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So some challenge in there as well as our ladders and enemies.

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So go ahead, take on that challenge.

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Put in as much or as little time as you want.

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I'm going to create mine off camera and then just show you what I've done when we come back.

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Because I think, you know, the process we go through now for making levels.

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So there's a challenge.

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Pause video.

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See you back here when you're done.

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Oh, dear.

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Let me take you through what I've done just very quickly.

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My first level is just a really simple jump.

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The player looks at it and says, Okay, I think I run and I jump over that.

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I get to the end and we load the next level.

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So I have to click out of this on the level to Yes, I'll save, although I don't think I did anything.

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Level one.

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Level two what I'm trying to do here is very similar to what we had already adding a few extra goobers

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in there.

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But I wanted to teach the player at this next level of play that they can see down here.

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Okay?

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You can see that you drop onto that little bit of a leap of faith because you can't see whatever else

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is going on down there.

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You drop down there and then the camera shows you, Oh, there's another ledge, and then, oh, I could

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have dropped the whole way down there.

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So there's a little bit of that learning ladders, doing the jump again, and giving the player a choice.

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Do you want to go the high road or the low road?

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I really like that.

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In all games you need to be giving the player some choice.

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In this case, it doesn't really make any difference whether you go the highway or the low way.

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Let's see and see if I can shoot him.

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A little bit of a tricky shoot here so the player can practice their shooting in a fairly safe way.

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There we go.

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And then, just as we've done before.

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Jumpy, jumpy.

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Up here, you can jump and shoot that enemy or just ignore the enemy and down to the end of the level.

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So pretty similar to what we had before.

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But that's the flow.

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And you can see my thought process there of what I'm trying to teach the player.

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Obviously, remember to have your bounding box on your background layer so that your camera is in the

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right place.

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I move my player over here when I was just doing my play testing before.

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I'm going to move the player back over there.

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There's a bit of a bigger level.

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I'm trying to show the player that you can bounce off mushrooms and do some leaps.

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I won't go through the entire level because you get the picture here.

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I'm just kind of building upon the excitement, but here's one of my jumps and the player can get all

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the way up there.

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If they miss that and they land on here, it's not quite as good.

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There's all these spikes, a little bit of a trickier jump.

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So I'm trying to get some of these more delicate, tricky platform kind of jumps, showing the player

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that you go watch out for the enemy and jump over the enemy.

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So you want to have those moments where the player is nearly squashed, but not quite because that's

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what's going to make you game fun and get a lot of variety in there.

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Make the player go up, make them go down, have one enemy, have three enemies, have small jumps,

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have big jumps.

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So it's all about variety and these sorts of games.

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You don't want to have the player feel like they're doing the same thing over and over and over.

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You want to have some challenge and up in there this is a little bit of a drop of faith.

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But back in the other part of our level, just seem to you here, if the players over here, they can

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see that there's some spikes down there.

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So if they were to have a look, they could see those.

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But in this case, just going to jump there and then that's the rest of my loop and then I die and fly

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back to the start.

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But I think that's good.

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Then the player gets a little bit of that, like, oh, frustration, but excitement.

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I can do it better next time.

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The player should have some challenge.

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Your game should be a little bit tough.

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It shouldn't be that they can just walk through.

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It's super easy and I didn't show you.

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I won't go through that again.

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But down the end of my level, we run down this little bit, jump over a couple of guys, and then just

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go up a ladder.

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So the final, final thought in here is just my thought process is as I'm making the level, I'm saying,

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right, here's the player.

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What do they want to do next?

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Okay, I'll do a jump.

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So there's a little mechanism I've got and then the next one is, okay, we'll have some spikes and

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then we'll do some jumping up.

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So it's really just a creative flow that I get into.

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There's no specific formula.

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It's just trying to have it every moment a little bit different from the previous moment.

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And like I said before, have big things, small things drops, big jumps, small jumps, lots of enemies,

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not a lot of enemies really go for that variety and that's a way to help you with your level creation.

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So I look forward to seeing what you've come up with.

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Please do share a screenshot in the discussions of one of your levels.

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I'd love to see it and in the next lecture we'll hook up loading from one level to the next.

