Carno Run
  • Gameplay and features
    • Overview
    • Core Gameplay
  • Pre-production
    • Inspiration and Concept
    • Greyboxing
  • production
    • Asset Creation
      • Player Character
      • Environment
    • Animation
    • Technical Design
      • Camera Set-up
      • Player Controls
      • Animation
      • Collision with Obstacles
      • Level Spawning
    • Game Mechanics
      • Score System
      • Difficulty Scaling
    • Level Design
    • Sound
  • post-production
    • Reflection
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  1. production
  2. Technical Design

Level Spawning

PreviousCollision with ObstaclesNextGame Mechanics

Last updated 2 years ago

The level of the game is made of modular pieces. Each level piece contains a collision box at the start. When the player collides with this collision box, it triggers another level piece to spawn at the end of the current one, creating an infinite level.

There are three level pieces in total that is randomly selected to spawn each time. More details on how these pieces were designed to appear random and avoid repetition is described in .

Level Design