Hi everyone I have made myself a little SWAT action FPS style game. I have the basis of the code very well set up (by my standards!) and can easily add enemies where I want that all act differently by ticking different options in them. I have set up a mission list and can complete them etc. The whole game is almost ready to build several levels with and then hopefully have anend product that resembles a real PC game.

But this is unchartered waters for me. Normally I can overlook all the rough edges as I am just learning, but I am really happy with this and want to try making it into a full game.

My problem: The edge of the level. I've made a 'training level' that is very small. Its 60mx60m gamemap . The level works fine but I have these edges where you can fall off the world. I could of course put a brick wall, or an invisible wall, but I thought I would ask you knowledgable folks here at gamedev for some advise and options.

Could I somehow dump my level on top of an image or plane of images to give illusion of being in a city? or would I need to create buildings in 3d just for background objects? (if not I can always give in for now and use a big brick wall lol)

Here's a screenshot to show what I mean. I understand this question will give rise to opinion based answers, but I'm really low on ideas so anything better than an invisible wall or a brick wall would be very welcome.

thanks for reading

enter image description here


Why not let the simpletons just fall?

Eh. My more "sanitized" response would be, sometimes, it can be a whimsical choice to allow the less genre-savvy individuals fall off the map.... Not that you'd have to go that way....

Of course, if falling off a map is not a "thing" anywhere else in the game so far, then that will of course have to be prevented. That means a wall, a bounding box, a wall, ... something, to block going from Point A, to Point -Z (see what I did there?).

I do/would have my own preference in making a wall, invisible or not. But there is also psychological value in making tutorial levels feel open, not enclosed; so including some visual plane that doesn't constrain the openness.

This above even applies in 2d/tile-based games, of which I'm more familiar at developing this moment -- certain game-makers might allow adding parallaxed backgrounds for just such an effect.

  • \$\begingroup\$ hi man, thanks for the ideas. i don't really want them to be able to fall off anywhere lol :D Each mission has its own map, and when you complete it you go back to the main menu and select the next mission. Ideally I want to put like a skidded undercover cop car at the front-end of each level, so for example near my glass barrier here, but its making the road and then like 20 tower buildings to make it look like a road that is my problem. I guess I'll just have to bite the bullet and make some basic tower blocks and make do with those for now as i cant think of any other idea. cheers tho \$\endgroup\$ – Big T Larrity May 15 '18 at 9:54

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