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Riptide



Registered
  26/07/2013 21:07:20
Points
  101
29th August, 2013 at 29/08/2013 17:47:57 -

Hi there,
I work on a stealth game and i don't have ideas/knowledge to do the level design.

You'ill probably say "Nah, level design is easy !" i say that too when i play 2d games but that's not too easy now haha that's funny because i was sure i could do it.

Is someone have a good tutorial about that or maybe tips would be great and very appreciated.

If you're interested:

I'll do the level 1 in 2 or 3 frames

Frame 1 (The tutorial, movement basics): http://puu.sh/4dXV7.png
Frame 2 Part 1 (Too big for 1 screen): http://puu.sh/4dXWq.png
Frame 2 Part 2: http://puu.sh/4dXXM.png

EDIT:
- The dark crates/barrils are in the background of the level
- The player in frame 2 is on the top-Left of the frame in the ventilation.
- I wanted to do the level 2 vertically (like the level 1 but i can't do it x( )
- I didn't do the background of the levels that's why you'ill see this ugly gray.

So thanks guys, bye and good luck for your other projects !

Edited by Riptide

 
Working on some engines, working for the fun !

hapsi



Registered
  13/11/2003
Points
  775
10th September, 2013 at 10/09/2013 11:21:41 -

I don't understand your problem. You're going to have to be more specific.

But still a Tip: Add details.. more computers and something that fits in the world you are creating. Unless you want to keep it simple?

 
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hapsi



Registered
  13/11/2003
Points
  775
10th September, 2013 at 10/09/2013 11:22:12 -

I don't understand your problem. You're going to have to be more specific.

But still a Tip: Add details.. more computers and something that fits in the world you are creating. Unless you want to keep it simple?

 
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Riptide



Registered
  26/07/2013 21:07:20
Points
  101
10th September, 2013 at 10/09/2013 19:59:42 -

Hi hapsi, thanks for your reply

My problem is not the backgrounds/scenery,...
It's the level (obstacles, etc.), i don't really know how to place and blend different "pieces" of game, like a warehouse to a room which contains lots of computers, i don't know if you have it.
And by the way, i'm not able to make difficulty in the level (i didn't even do one because i'm working on others projects), like, i can pass the enemies, here i do one easy thing etc.. i know that you guys will say something like nah that's easy, but i don't know how to do a good ambiance, and difficulty. If you done a game with great levels, good ambiance, repect to you ! that's not that easy !

 
Working on some engines, working for the fun !

Riptide



Registered
  26/07/2013 21:07:20
Points
  101
10th September, 2013 at 10/09/2013 20:08:27 -

Hi hapsi, thanks for your reply

My problem is not the backgrounds/scenery,...
It's the level (obstacles, etc.), i don't really know how to place and blend different "pieces" of game, like a warehouse to a room which contains lots of computers, i don't know if you have it.
And by the way, i'm not able to make difficulty in the level (i didn't even do one because i'm working on others projects), like, i can pass the enemies, here i do one easy thing etc.. i know that you guys will say something like nah that's easy, but i don't know how to do a good ambiance, and difficulty. If you done a game with great levels, good ambiance, repect to you ! that's not that easy !

 
Working on some engines, working for the fun !

hapsi



Registered
  13/11/2003
Points
  775
11th September, 2013 at 11/09/2013 14:49:27 -

Why not simply make a door that leads from design A to design B, or better yet, a transition etc. alley between 2 environments.

Many except arcade games have one level at the beginning that is actually harder than one of the levels at the end(and many have variable difficulty in all levels). I think many of us have this problem.. get beta testers or beta test your self.

 
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Alonso Martin



Registered
  29/12/2010
Points
  294
11th September, 2013 at 11/09/2013 16:25:02 -

I totally understand what you mean. Most designers think level design is pretty easy, but it's the only thing I'm never sure if I'm doing right or not. Level design in itself is like an implicit language that's told through terrain formations, flow, graphical assets, sound atmospheres and enemy placement (as obstacles, aiders or attackers) that brings the area a great deal of cohesion that makes, in my opinion, a good design. Good level designs are the ones that make "places", instead of just spaces. You can experience things in places, since they're landmarks. And good design is so transparent that the players never notice it. It's like good film editing.

I haven't been able to find a good source that tries to bring all of this into light for anyone else to take in. Most of the time I've read about level design it's always too author-related, myself included, so it's more about "look at how I did it" instead of "let's try to make sense of it and see how you can contribute".

Last year I published a personal note thing I used for designing my own game's room system, but I really wanted to get other people to write about how they did theirs, and hopefully be able to come up with ground-level concepts or notions that we could build on to explore this further. It never took off, but I'm always wishing someone writes about level design like that.

Edited by Alonso Martin

 
www.hfalicia.com
www.alonsomartin.mx

hapsi



Registered
  13/11/2003
Points
  775
11th September, 2013 at 11/09/2013 18:16:32 -

Good points^

You should draw a picture of the whole game/part of the game(story), so you can put them together seamlessly. I've started many projects with a good first level and without a story what's next. All of those projects failed in level design aspect. Level design is really an art related to story.

 
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Riptide



Registered
  26/07/2013 21:07:20
Points
  101
11th September, 2013 at 11/09/2013 22:23:21 -

I totally agree this is kind a language , i know this sound weird but it is !
Thanks for replying guys, i really hope someone can make a good tutorial about this

and hapsi yeah, i sould but i'm not able to imagine a piece of level, to blend it seamlessly yeah, why not, but the hardest part is to create something

 
Working on some engines, working for the fun !

s-m-r

Slow-Motion Riot

Registered
  04/06/2006
Points
  1078

Candle
12th September, 2013 at 12/09/2013 02:18:11 -

I can't remember if this is the original link I had posted, but this is the same article I had referenced earlier this year for someone discussing level design. It's an invaluable article, even if you're not a tabletop RPG player/referee.

http://www.darkshire.net/jhkim/rpg/dnd/dungeonmaps.html

Some of the concepts you can take away from it are:
- offering the player multiple ways to solve a problem and/or achieve an objective is a good idea (probably the main take-away from the article).
- if a player must go through the same area more than once, there ought to be a good reason for it.
- reward players who look in every nook & cranny with prizes, large and small.
- if you hide things for players to find, make sure that the harder-to-find rewards are definitely worth seeking.

I can't recommend this article enough. It's a conceptual, storytelling-based look at designing all types of games and interactive player experiences. Obviously, video games can learn a lot from an article like this one.

Best of success on your stealth game, Riptide.

 
n/a

Riptide



Registered
  26/07/2013 21:07:20
Points
  101
12th September, 2013 at 12/09/2013 18:32:11 -

Hi smr Thanks for your reply and your support, i really apreciate it !
Unfortunately, this is more than Rpgs game that platforms game, because i don't really want the player go somewhere and return back to an other room. anyway, i really apreciate the post and the encouragement, this is good to hear

 
Working on some engines, working for the fun !
   

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