Unfortunately, it looks too obviously stretched out at 400, 125, 50, so, I'll leave X at 100 and put together four copies of Wall6 into a single object, that I'll use for building my maze walls. I want to be about four times longer, half as wide, and 25% taller. Still, it's more of a column than a wall. ![]() No problem! I simply open its Transform window and scaled it up by 100 in all directions. Maybe I was too quick to call it "perfect", because when I bring it into my level, I can't see it because it's too small. After a quick search of the Asset Library, I found the perfect wall piece, called Wall6. Therefore, instead of a hedge maze, I'm going to make a maze out of stone walls. This actually sinks the Respawn Point a little bit into the terrain serface, but I can use the Move tool to raise it a bit so that the bottom of the Respawn Point's collision box rests on top of the terrain.Īs I wrote a couple of paragraphs ago, I want to mix things up a little this time. Next, I click on the Scene tab, open the Explorer, click on the Respawn Point to bring it into focus, open its Transform window, and set its X, Y, Z postion to 250, 10, 250 so that it is resting on top of the terrain's center position. Now, don't panic if you don't see it immediately when you create your own terrain, because it is generated at Y=10, which is just above the current point of view. ![]() However, this time, I'm going to use a different grass texture, just to mix things up a little. Not too worry! I can quickly create an attractive environment by going to the Terrain tab and generating a new terrain, just as I did with the Hedge Maze. It looks rather desolate, doesn't it? Just a plane, a directional light, and a Respawn Point. Once again, I am going to start with the Base Template. In my last blog post, I described how to create a simple hedge maze, but now we going to dive into more complex game mechanics by using additional YAHAHA components such as Rotate and Revolve as well as employing object groups and triggers to begin development of an even more magical maze. Happy New Year, game designers! My first blog post of 2023 is the second part in a series about how to use the low-code game development platform YAHAHA Studio to create a variety of video game genres, beginning with navigational puzzles, or mazes.
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