What is your technique for level designing?
#1 Banned - Reputation: -581
Posted 13 July 2012 - 06:21 PM
whats ur technique for level designing? do you just go with the flow and start off placing a building/wall somewhere and then let your imagination decide on next thing after the next etc..
or do u make a map on paint first with squares for buildings/tables etc or how do u do it?
#2 Staff - Reputation: 8897
Posted 13 July 2012 - 10:47 PM
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#3 Staff - Reputation: 8897
Posted 13 July 2012 - 11:07 PM
- What sort of experience would you like the player to have? Do you want to encourage stealth? A direct approach? A mixture?
- Should there be one approach to the level, or should there be various possible approaches?
- (Mostly single player/campaign) Is there any particular narrative you need the player to experience? Certain things that must be discovered, or a particular encounter?
You can then begin to refine the level and add details based on lower-level goals, approaching each section or area of the map. Things to consider include:
- Pacing: do you want the player to struggle with constant action, or will you provide points where the player can rest safely (whether that be absolute or just relative safety) between sections of action.
- Tension (strongly related to pacing): Can you force (or encourage) the player to take risks and get into more intense situations? Consider a shooter for example, where you might put the only health pick-up amongst a group of enemies to encourage engaging them.
- Potential tactics: can the player sneak around different paths? Does the AI have strengths or weaknesses that the player might consider exploiting -- and does the level provide the appropriate features to allow them to do so?
- Aesthetics and emotion: do you want to show the player something different, impressive, funny? Should they be allowed to take their time and absorb the scenery, or should they be forced to move on.
For specific techniques, I like to lay out levels on a white-board, adding and erasing details as I go. You can easily add or remove notes, and can make check-lists of the details above to check off as the level is laid out. If there is a narrative involved you might also consider a story-board of the main plot points, and ensure your level will take the player to them in the desired order.
You might also consider pen & paper prototypes, or building mock-ups in a level editor.
Hope that helps!
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#4 Moderators - Reputation: 5020
Posted 14 July 2012 - 07:48 AM
Edited by JTippetts, 14 July 2012 - 07:50 AM.
#5 Members - Reputation: 885
Posted 14 July 2012 - 10:07 AM
I haven't found much documentation on spherical level design so I've been creating my own workflow based on what I'm assuming Mario Galaxy and other spherical world games have fought with.
Edited by Mratthew, 14 July 2012 - 10:08 AM.
#6 Members - Reputation: 1714
Posted 14 July 2012 - 06:37 PM
I tend to develop levels as nodes with functional purposes, etc. Some sort of pathing system that describes the non-linear path the player may experience, insuring every path is exciting enough and doing back n forth is not too redundant either (for achievement whores).






