I’m not sure I can explain this properly, but I’m struggling in some areas for designing my level. Its all around my lack of understanding in terms of transitions and limiting where the player can go. Let me try and explain…
I start with a similar ‘reveal’ of the village to Rick. Basically I’m going with the idea of starting in the forested hills near the village, chopping wood. And heading home, turn a corner to see the village and meet the first questgiver - a panicked villager telling you the village is under attack.
Now I’ve already hit one problem by this point. Starting in a forest path, I want my player to be confined to that path - ie not able to wander in the middle of the trees where the camera view will be blocked… How can I go about that?
Then after the village encounter, I want the next parts of the story to unfold by being sent from the village to achieve various quests - I have some farmland to protect (finishing off the raiders), then a stone circle to visit (Druids Test), some ruins to clear, then barrows.
Now for each of these locations, I want them to be unreachable UNTIL that quest is given. Obviously the level has to be designed around that, but how? What mechanisms can I use to achieve it? Yes, I can have cliffs and rivers etc… but how can we block them sometimes and open them other times…? For cliffs, Can I limit movement by, say a texture? If I use a cliff texture? Or will the steepness work?
How can we limit movement to a ‘path’? I kind of thought it would be a case of bordering it with hedgerows/fences/walls that have colliders, but if that was the case, I’d have expected it to be much easier to find them on the asset store.
And then… I have a path that goes to the end of the terrain to move on to the next area. Is it ok to have that? Obviously at the moment, you could simply walk off the edge of the terrain.
I kind of think a video at this stage (ie before blocking-out) on this subject would have helped a lot.