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About this blog

This blog is about Level Design and the intuition found in it, after I read a book about Level Design, there are some articles that don't fit but don't worry about it, they will get removed.


Entries in this blog


Exploring Level Design: Ridge Racer 1993

OK, so here is another point in Games Design I want to make. Ridge Racer, 1993, and how it created a realistic, almost fully functional city in just 1993. So almost everyone remembers the game Ridge Racer, released in the Arcades in 1993, the game was like Wipeout, marketed towards an audience of Boy Racers, Tuners and Club Culture. The game featured club music samples from the likes of The Prodigy, Kraftwerk and even Fatboy Slim's basic mix tapes.  But here is something very special I want to tell you about Ridge Racer. It was pretty much one of the first games in history to have a realistic city environment that was also semi-functional. The game had a fully functioning starting light system(in the arcade version at least), an electronic checkpoint system, and a city that looks straight out of the future, with a replica of the Renaissance Center in the middle of it, also with a screen that acts as a live scoreboard. This means that the game's levels were way ahead of their time. And that it also featured a construction site with diggers creating what appears to be a new Hotel while the Airport is still functioning. And that's what I want to say that's even more interesting about the Level Design. Over the years, Ridge City was from a small coastal city to a massive power-house, and evolved into a massive Metropolis by the time Ridge Racer V came out. The original 1993 game also included planes that flew above, helicopters that also apparently had a suspicious looking "SEGA" logo on them. And of course a highway and a second road that functioned with Lorries and Cars.

The game's level design though, is so brilliant, and the handling easily accessible, that here is what it's like to see the game in action. And this is what the game appears as, notice the awesome Level Design and everything, the cheer of the crowds, and the Ridge Racer theme playing. Michael G's voice booming.   It's such an awesome game, with equally awesome level design. And just an example that sometimes Racing Games have the best level design. I am considering next doing Kingdom Hearts or Petscop, even though Petscop technically isn't a video game. I may be able to do some analysis into the level design. Any levels with fully functioning elements though, are my favourites. Shinji.




Exploring Level Design:Astro Waterfall Speedway

OK Everyone, so basically I've decided to leave my Arcade Game project alone at the moment, and instead explore a field that is interesting to me. Level Design, I just borrowed a book on Level Design and I've found the perfect place to start. OK, so this is about the Daytona USA 2:Battle On The Edge track Astro Waterfall Speedway, AKA Forest Island. Which I consider one of the most underrated levels in Video Game History in my opinion. So here we go.   Astro Waterfall Speedway is more than just any track, it is an Oval circuit located inside a massive dome, that has a forest in it. And the dome is just amazing, the forest section is on the 2nd straight. And as well as that, it is a fully functioning racing circuit inside a dome. Now the Dome's location is undisclosed, but strangely enough, there is something similar to this dome, called Tropical Islands just 50 Km south from Berlin. The dome is like I said, one of the most intricately designed levels in Racing Game history. And it might not be one of the best levels in the world(it's too underrated), but it has several waterfalls with realistic water particles, birds flying ahead.  Apparently though, International Speedway Corporation weren't too pleased about this speedway, so they asked Sega to make a "Power Edition" of the game so that it looked more like Daytona International Speedway.But I like this version better. Now what I also like about this circuit is it's realistic implications, so indoor kart racing circuits are a thing at the moment, and so is a basic Indoor Stock Car racing league in Virginia called Arena Racing USA. I watched Logan Lucky last week, and they said that Charlottesville Speedway is "Practically a City" so it's got a condominium and all that. Stuff like this Speedway could only possibly exist in the future. But revenue through the racing means that they probably realistically would make a lot of money.  Also this circuit is larger than Tropical Islands resort, and unlike Tropical Islands, which was converted from an Airship Hangar, this must have actually been the original case for the Structure, who knows how much it costed. But when Daytona was recently Facelifted, it cost $400 Million. So that's one thing. Anyway, I think I know what inspired the "Forest Island Dome", Center Parcs in the UK. They have a dome similar to Tropical Islands and I'm pretty sure that this "Subtropical Swimming Paradise" may have been a research location for Sega. Daytona USA 3 is merely a rehash compared to Daytona USA 2, which actually features original, intricate track design and really good graphics. The main mechanics of Daytona USA 2 and graphics just make this level work. Here it is in action.     Anyways, that's it, I'll see you later when I do more level design featuring Kingdom Hearts II, Tomb Raider 1 and Ridge Racer.   Shinji.




More stuff

So I am still transforming this Future Tank Championship Game into an Arcade FPS. With Arenas and all that. And I am considering, 8 Player Matches only, it could make the game much simpler and a life system, so each time you get destroyed you lose a life, but if you destroy an opponent you can gain a life, but be careful, life's are limited to 4 per player. However, that might break the immersion of the game. So I'm thinking that if it's 8 players it would have hitpoints increased to 2000. And that way I can make the arenas slightly smaller. I'm still considering setting them in Stadiums, and of course adding what I'd call the "Former Forest Dome from Daytona USA 2" back in the game. I'm thinking that the arenas should have Rectangle Shapes, Square Shapes or Oval Shapes. So here's my theory, 8 Players, each with 2000 hitpoints. And therefore it may take some time to whittle down your enemies. Also, the game needs to have a fast pace, like 60 mph fast pace. In an arena. The Tanks still need to have different weapons and have unlimited reloading ammo. I Reckon that Sega Amusements UK will be pleased by this Idea. And it's either going to be an original engine or Unreal Engine 4. This game will be popular I reckon, and if it gets really popular I'd port it. The Goal of the game in single player is to destroy everyone and win all the levels. And like I said, because of the unlimited reloading ammo system, Resources are not a worry. I will be making some Arena Concepts soon. Shinji.



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