Troglodyte In the Underbelly: Layout
Setting Up the Layout
We wanted to start with a simple yet compelling map. Something that represented the game's main idea but was also simple enough for a build. For the most part, we needed to use basic geometry and assets that we already had to build a house, the outside area, a tunnel, and the main cave. While doing this, we also had to keep in mind that everything needed to be to scale, so to keep everything clean, I used the player as a base for setting everything to scale. Plus, we need the NavMesh for the simple AI in the snake enemies.
Using the player model the house is just tall enough to represent the barebones of a simple house. The door is 1/4 taller than the player, and the house itself is around 1/2 taller than the player. After that I just used the house to get the tunnel to scale and then the cave. For the NavMesh, it surprised me. Unlike the first time we used it, where we needed to place the NavMesh in each individual item, this time the NavMesh extended to all the floor, making the process that much faster. We just needed to define the borders and tweak the house a little bit, and we got a functioning map layout with NavMesh working.
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