Does anyone 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