The video "Soul Reaver developer explains how level shifting worked!" published by Noclip - Video Game Documentaries, features an in-depth explanation of the level shifting mechanics in the game Soul Reaver. The speaker shares insights into the challenges faced during development, as well as the solutions implemented to create a seamless gaming experience.
One of the main challenges faced during the development of Soul Reaver was the need to have both spectral and material enemies in memory at the same time, along with the collision data. To make this process easier, the developers created a single set of enemies, the vampire wraiths, which could float and fly inside the spectral realm. This allowed for easier placement of enemies and reduced the complexity of managing both types of enemies simultaneously. The speaker states, "we kind of made things a little bit easier for ourselves by making one set of enemies that could sort of float and fly inside of spectral and it was the vampire wraiths that made it a little bit easier to place them."
Another challenge faced during development was the spawning of enemies in relation to shifting walls and sections. The developers quickly learned that if an enemy spawned inside a shifting wall, it would either become stuck or fall outside the game world. This was problematic, as accounting for these falling creatures would significantly reduce the frame rate. To overcome this issue, the developers implemented a solution where enemies would spawn at a distance from the walls and sections, ensuring that they would not become trapped or fall out of the game world. The speaker explains, "we also had uh you know enemies that would spawn in or come in from well away from the different walls and sections because we learned rapidly that if the wall shifted yeah the creature spawned inside of it then they would get stuck or fall outside the world."
In conclusion, the video provides an informative look into the development process of Soul Reaver, specifically focusing on the level shifting mechanics and the challenges faced by the developers. By creating a single set of enemies that could exist in both the spectral and material realms and implementing a solution to prevent enemies from becoming stuck in shifting walls, the developers were able to create a seamless and enjoyable gaming experience. For those interested in further discussion or seeking more information, it is recommended to join the 'Wizard Code Discord' at http://bit.ly/WizardsCode.