Level Creation/Modding

Level Creation

The file Docs/Levels.txt tracks the levels to load into the menuing system. The first line is the number of levels, and each successive line is a filename (in the same Docs directory) that describes the level.

For example:
2
level1.txt
level2.txt

We modelled our first level off of the first level in the class "Super Mario Bros." But level creation, AI, and collision detection are done dynamically on startup, so you can mod these levels to your hearts content! (Or create your own from scratch.)

Tips:

Follow the Level1.txt file as an example. It contains a reference to every item and enemy available in the game.

The lines that read "loc=..." are "loc=y_coordinate, x_coordinate"

There can not be any whitespace lines. Capitalization matters.

Make sure the item and enemy numbers are correct, or the program will crash upon loading the level.

Adding Characters

Characters.txt controls the character loader. Its format is similar to Levels.txt. The first line is the number of characters, and subsequent lines are the character's name. The character's name has significance in several ways: it is used to determine the names of the character's mesh file, as well as its animations. For instance, for our Prof. Varshney character, the game required the following files:

Character's name:
    varshney
Mesh filename:
    media/models/varshney_walk.mesh
Material name referenced in the .material and .mesh file:
    SGB_varshney
    varshney_dew_green
    varshney_dew_red
    varshney_dew_yellow
Animation names in the character's .skeleton file:
    varshney_walk
    varshney_jump_start