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FPSC Classic Product Chat / [LOCKED] FPSC Level Design Tips

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Dude232
16
Years of Service
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Joined: 18th Jan 2008
Location:
Posted: 10th May 2008 06:35
Here are some tips from the forum or from me...

1. NEVER use segments or entities over and over again try to use new media each level

2. While making a game keep the levels with many path ways to make it more realistic... it keeps the plr wanting to play the game

3. When making landscape try to make it look natural because mountains dont repeat in shape and size do they?

4. Dont post boring screens try to make it look like you are serious about making a game

5. Lighting does help but sometimes there are moments where you may not need it

6. When using lighting try to make light sources

7. Try make a level progressing through the story try to make each level different

8. do not make many large areas... it is harder to fill up areas with entities like this

9. never make a level only a hallway thats continues forever thry to add rooms that you need to enter

10. add some obstacles to jump or crawl over/ under it wil add some thrills to the game

11. try to give the player a good description of what to do in the levels... it would help players know what to do and also tie into the story


Well that all i know for now hope this helped!!

Plystire
21
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 10th May 2008 06:49
About using the same segments in multiple levels. It all depends on what is going on in the story. If the player has returned to an area, then it's okay to make it look the same. Or if the player is simply in another portion of the same "building", then it's okay to reuse the segments that you used in other areas of that building.

What people should really be doing is conceiving the area in their minds, then choose what segment would best portray that area, as well as what entities would belong in there.


To make a good feeling game, it's almost a necessity to think of the entire game before even opening FPSC. You should have a good grasp of what you're making while laying down the level.


The one and only,


daarboven
16
Years of Service
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Joined: 20th Dec 2007
Location: right over there, see?
Posted: 10th May 2008 09:30
If you want to dig deeper in the matter of how to make a good level design, read every post of tinkergirl from this thread:
http://forum.thegamecreators.com/?m=forum_view&t=61947&b=19
I even collected them and printed them out for further reference.

I am Jacks complete lack of surprise.
Pus In Boots
19
Years of Service
User Offline
Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 10th May 2008 16:04
I've got some tips for posting tips on the forum that you may find helpful:

1) Don't state the obvious. We already know that.
2) Make sure you can offer some information that lends true credence to level design.
3) Help is always appreciated here, but make sure your help is valuable before posting.

I hope you find this comprehensive guide useful. And sorry if I sound rude, but it's the truth.

Paul112
18
Years of Service
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Joined: 1st Jan 2006
Location: UK
Posted: 10th May 2008 16:19
How long've you been using FPSC for? Your advice seems a little...basic, I could argue with a lot of your points.

Paul
Pus In Boots
19
Years of Service
User Offline
Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 10th May 2008 19:24
Yeah... you really don't need to jump over random obstacles to make a great level.

Zdrok
17
Years of Service
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 10th May 2008 19:38
Well, what if something exploded in the level and you have to jump over/crawl under obstacles to reach your destination?

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