Now that you have completed the tutorials on using the Basic mode of Crayta, it’s time to put some of your new skills into practice by creating a fully featured level.
Introduction To The Miniseries
This tutorial miniseries acts as a kind of stepping stone, to ease you into developing fully featured levels using the Basic Mode in Crayta. You will go through the whole process of working on a level, from start to finish, and end with a really cool, polished feeling game without needing to touch any scripting.
By completing this tutorial, you will see how the skills you’ve learned can be used in lots of different ways to make something that really stands out and has a completely unique feeling. You will be making a Tech Noir themed obstacle course (complete with neons, synths and flying cars).
Aspects of this tutorial assume you have some of the skills that are detailed in the Basic Mode tutorials, such as installing Packages, using the Voxel tools, changing Properties in the Entity and World Editors, and adding Scripts to Entities. If you get stuck then it might be worth looking back at some of the Basic Mode tutorials to refresh your memory.
Now that’s out of the way, let’s get making!
Create Your Game
Start by opening the CREATE menu in Crayta. You are going to build an Obstacle Course, which also doubles nicely as a puzzle game. Find the Obstacle Course game template.
Select STARTER OBSTACLE COURSE and name your game Tech Noir Treachery (or choose your own name) and select an appropriate game poster. CREATE AND ENTER to get into the game.
Something that can be quite handy when designing a full level is to think about how you might map out the game before you add anything or make too many changes. Enter Drone Mode and take a look at your level.
Creative Control: Checkpoints
In the Obstacle Course level template, you have 5 checkpoints. You can use these checkpoints however you like, but a good rule of thumb is to have one checkpoint for each major peril. Players respawn at the last checkpoint they passed, which is great for ensuring your players don’t get frustrated on those difficult timed-jump puzzles (more on this later).
For each of the 5 obstacles it is your job as a game designer to design a situation which presents a problem to the player. It is also your job to design a solution to that problem – no-one likes a game that is impossible to complete!
Your obstacles will increase in difficulty, challenging the player to adapt each time. The basic level can then proceed like this:
- Entrance, first small puzzle (very easy difficulty)
- [ Checkpoint 1 ]
- Easy obstacle
- [ Checkpoint 2 ]
- Medium obstacle
- [ Checkpoint 3 ]
- Hard obstacle
- [ Checkpoint 4 ]
- Very hard obstacle / climax
- [ Checkpoint 5 – end of the game ]
A Grand Entrance
At the moment you can easily walk from the start to checkpoint 1 up some steps. The entrance to the level is quite simple at the moment, but you can make this much more interesting.
Start by removing an area around the start, so that it looks like a platform heading to the steps. Drone Mode is going to be the easiest way to do this, but it’s up to you.
Now remove at least one voxel and the base of the stairs.
Use the Extrude tool to remove a row of voxels quickly.
Mark out the other three sides of the platform using the same technique.
Now remove the floor using the Extrude tool on the entire terrain.
You just raised the stakes!
This is a good start – a simple puzzle. Now you can start to add a bit more complexity to make it interesting.
Creating An Elevator Ride
For the first obstacle the player will ride on top of an elevator to reach the roof.
Open the Library and find the Elevator in the Props tab.
Highlight the Elevator and select it to add the Prop to your Hotbar and close the Library.
Place the Elevator at the top of the stairs next to the platform.
Deselect the Entity Placement tool. If you need to fine-tune the Elevators position, for example in the image above the Elevator is clipping the floor, open the Entity Editor for the Elevator and change the position X, Y and Z values.
Close the Entity Editor.
To make this a more believable scenario, use the Voxel tools to build walls around your start point.
By stopping the player from walking off the side of the platform you are making this first challenge very easy. Continue adding to your level by constructing an elevator shaft using the Voxel tools.
To make the Elevator move you will need to attach a Script. The Obstacle Course template comes with the Rotate And Move Package already installed, which you will use to make this Elevator move.
Exit the Voxel tools enter Select mode. Look at the Elevator and open the Entity Editor.
Scroll to the bottom of the Entity Editor and Select “Add to Entity”.
Select Add > Script > rotateAndMoveScript.
Check the simulate checkbox to make sure that the rotateAndMoveScript is running in the Editor mode. Notice that nothing happens, this is because you need to add values to the rotateAndMove Script Properties before it will move.
You want the Elevator to move up, which is on the Z-Axis. Increase the movementEnd Z-Axis value. The Elevator will now start moving. Increase this value until the Elevator is travelling high enough to take the player to the roof. To view the results quicker, change the time to 2 seconds.
It might be neat if the elevator went up and then came back down rather than in consistently respawning from nowhere when it reaches the end of the animation. If you open the Entity Editor and then look for the Bounce option on the rotateAndMoveScript then enable it.
You may find that the Elevator is clipping the floor or the roof of your level. You might need to uncheck Simulate to move the Elevator around or edit the Voxels.
Test that you can reach the roof by riding on the Elevator. Great job!
To lead your Player to their next challenge you will need to extend your perilous rooftop pathway. The width of your roof will determine how easy this section is. As a rule of thumb:
- 10+ Voxels wide = very easy
- 6 – 10 = easy
- 4 – 6 = medium
- 2 – 4 = hard
- 1 = very hard
The first obstacle is supposed to be very easy, so make sure your rooftop pathway is 10+ Voxels wide.
Next you need to move the Checkpoint to the end of your first obstacle. Enter Drone Mode.
Make sure you are using the Select tool. Look at the Locator which signifies Checkpoint1. You will see that the tool descriptors in the bottom level corner change depending on what you are currently looking at.
Pick up Checkpoint1 and move it to the roof you created.
Use the Entity Editor to fine-tune the position of the Checkpoint. The Voxel grid is based on multiples of 25, so make sure that the values are divisible by 25 if you want to keep the Checkpoint to the grid positioning.
Well done! You have completed the first obstacle for the players. This one starts very easy, in fact it’s more difficult to die than it is to complete it. Test out your first obstacle using the game Preview and enjoy a pleasant Elevator ride.
Next Steps: Obstacle 2
Nice work on completing the first obstacle. You’ve managed to create an exciting start to your Obstacle Course game.
You will come back to polish this section of the level once you have completed adding all the obstacles. For now, head on to the next tutorial in the Obstacle Course Miniseries – Obstacle Course Miniseries #2: The Locked Door to continue your journey.