Welcome back, My favorite game developers.
In this video, we've just created
a couple of new levels for all random level generation.
So first of all, we've created the spikes level.
If the scale is where we have a couple of skeletons,
the shop where we have just one enemy
guarding the new weapon,
where we kill the enemy and pick up a new weapon,
the health with health back that
gives us a 120.5 cowardly level.
Everybody is a coward year.
And the boss level, and that's it.
That's all that you need to do.
That's all that we've done.
So let's not waste any more time and let's get started.
Okay, so welcome to
a brand new section into advanced C sharp.
So the first video is all about creating multiple rooms.
So we already have level 1,
level 2, level 3,
the sharp level, and
the title screen with the victory screen.
The next thing that we need to do is we need
to create a couple of more rooms.
I'm going to do that separately
because I don't want to waste your time too much.
So what I'm going to do is issue you
a challenge to create multiple rooms.
So first of all, we want to have
multiple rooms to go through.
It's similar to the way we will have the hades game.
So we have multiple rooms.
We have the option to go through two doors in
every single room after we
finish killing of all the enemies.
That's exactly what we want to do and our game also.
So these are some of the rooms that you'll have.
You'll need to have a sharp room,
the health room where you just come in
and pick up as much as you want.
The spike Rome. So a room that is full of spikes,
there isn't any enemies.
You can have enemies if you want,
but it's full of spikes.
You need to go through that without dying.
A boss room obviously,
and three more rooms of various shapes.
So in total 1, 2, 3,
4, and 56, 7.
So almost seven rooms to pick through.
And it's important to have these because we will have
multiple options on two different exit doors and so on.
Obviously the title screen and
the victory screen are not part of the game.
So that will be left for something else.
And you'll need to add,
make sure you add.
And this would be, and make sure you add
the rules to the build index, obviously.
And I'll give you a small hint.
You can simply duplicate the level
and change a couple of things around so
you don't need to actually go through the process
of creating a new scene, adding grid,
doing all those things can
just simply select one of the levels,
duplicated, set everything up,
and before I go, there is
something that we need to take care of.
And that is that in the UI canvas
we have the bosses health always present.
We don't want that to happen.
So we can either make
this the boss room and then duplicated
and create other levels from it.
And other UI Canvases won't have the boss held.
Or if you want a smartest thing to
do is in here in the UI Manager,
we can get a reference to the bus health,
and then we can turn it on and off based on whether
we can find a boss and the area that we're fighting.
And so what all of that information.
Let me take you back to the challenge.
Pause the video right now and go create
a couple of rooms for the upcoming videos.
I'll see you in just a bit 0 case.
So how was that?
Let me show you what I've created.
So I've created first of all,
the boss scene where you find a boss.
Everything is the same.
I kept the doors are the portals.
I what I did though do is have the portals right here in
the room separate than
12 portals to be just around the hierarchy.
I put them inside of
the portals object inside of the rooms.
One other thing that I did is in
the admin, close those down.
This one down in the UI Manager, right here.
In the UI Manager, I got a reference
to the boss menu and I made sure
to turn it either on or keep it as
off if we cannot find the boss controller.
So this is just for T bar of the balls.
What else do we do, the cowardly?
Not this one is the weight.
Also why my mistake.
So this one should be the cowardly I,
so this is where we have all of these currently eyes.
Remember, these are the ones that run
away and this one will be
the health room. Wrong.
There we go.
And this health room has a halfback and
this Outback restores 120 health.
So basically it just restores all your health.
And you can notice right here that I still have an enemy,
even in the shop room,
which shouldn't have an enemy. But it does.
I put it in there because the doors
don't open unless we kill an enemy.
And I know this is a bit cumbersome.
Maybe we should add a couple of more.
Maybe, let's say an extra line
of code to make sure that we don't
always have to kill the enemies. To open the doors.
We can just open the doors on a known, you know what?
I didn't want to go through that
because it's fairly simple,
but at the same time time consuming.
So I just thought let's just keep it at that.
We just add an enemy we gathered as we
go through the rooms and we continue on.
Then I created the spikes room
for some reason it's not the spikes room.
We have the skeletons.
Where is the spikes from?
So the new weapons. So okay.
So the new weapon is in
the skeleton with the spikes
for some reason. I don't know why.
Let me rename spikes
WAS just so we don't have the same name.
So spikes and I'm going to remove
the weapons just and in these spikes.
Yes, save this one and the spikes room.
I'll just keep these as the and this one.
What does this one have?
Oh wait, also this is the spikes,
this one as the skeletons and this one.
So this one doesn't have anything.
I'm going to delete all the enemies in here.
Just keep one just keep one of them to protect,
let's say the chest.
If I go into the Prefabs pickups, where is it?
Level objects. Okay, so there we go.
This is the chest.
And then we, once we come this enemy,
we can open the chest,
get the weapon, and then get out of there.
So now what else do we do?
And this skeletons,
skeletons, spikes, spikes.
These are the Kelly's yes.
Rename that steles.
And then this one is the new weapon room.
New weapons.
Just new weapons.
Hit Enter.
Yep, there we go.
So as you can see, we have a couple of levels.
Obviously, we need to go into the where is it,
the editable settings, and there we go.
So new weapons, spikes.
Let's add the boss level,
the coward's eyes, the health level.
The new weapon is already there.
The shop level,
these gullies and the spikes are already here.
So as you can see, we have now how many are they?
Okay, So six levels, 1234567.
So seven levels, one title screen and one victory screen.
And that is what we are going to be
accessing in the next couple of videos,
trying to see how everything works.
I hope you enjoyed commit your changes and I'll
see you in the next one.