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FPSC Classic Product Chat / Hints on level design?

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Slayer267
15
Years of Service
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Joined: 6th Sep 2010
Location: Non of your beez wax
Posted: 7th May 2011 04:31
I need some hints on designing a game and such. I already have the lay out and plots and such done. I just need some inspiration and advice!


Thanks, Slayer267

EPIC HELP! EPIC PWNAGE

www.fpschelp.webs.com
Deathcow
FPSC Reloaded Backer
20
Years of Service
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Joined: 13th Nov 2005
Location: Right here!
Posted: 7th May 2011 04:53
@Slayer267

Look at games that you like and study how they create good levels. Sometimes I find that the simple levels are best, than the big outdoor likes that everyone tries to create. The other thing that is debated allot is how much detail should go into a level and I find it is not always the case. Keep it simple and fun.

It maybe not what you were asking, but I hope it helps.

DC

Anigma
15
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Joined: 25th Mar 2011
Location:
Posted: 7th May 2011 07:09
Oh boy, where to begin? That's like asking what makes a great cheeseburger - ask 20 different people and you'll get 20 different answers.

I like to follow what I affectionately call "Bungie's Rule". Bungie's Rule is to give the player short bursts of battle - no more than 30 seconds at a time and then a chance to regroup and move forward. Rinse, repeat, wipe hands on pants. They call it "30 seconds of fun". Not 30 seconds of work, or swearing or trying to figure out how to put the square peg in the round hole, mind you. 30 seconds of FUN.

It's the core gameplay aspect that made Halo such a huge success and it's something I think other developers overlook. In their haste to create amazing immersive environments, uber-realistic GPU busting graphics and complex plotlines that could translate right into a feature film, they forget the reason people play games in the first place - they want to HAVE FUN! I don't want to be so frustrated at a game that I chuck the controller at the screen and go outside to smoke half a pack of cigarettes, I want to be able to go in, shoot some bad guys and help the good guys win, end of story. It's OK if it takes me a couple of tries to complete a level or a challenge. It's NOT OK if it takes me 15 tries plus an hour looking up cheat codes before I give up in disgust.

Keep it simple, mix it up a bit (in other words don't give me 20 levels of the same thing again and again - give me different objectives and challenges to complete) and keep it fun. That's probably the best advice I could give anyone regardless of what genre of game they're making.

Good luck!

It compiled! Ship it!
Slayer267
15
Years of Service
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Joined: 6th Sep 2010
Location: Non of your beez wax
Posted: 7th May 2011 15:16
Thanks you guys!

EPIC HELP! EPIC PWNAGE

www.fpschelp.webs.com
Design Runner
15
Years of Service
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 7th May 2011 18:55
Check the Game Theory board, lots of great information.

leebo
17
Years of Service
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Joined: 29th May 2009
Location: Ohio
Posted: 7th May 2011 23:23
Hey Slayer,

I have used this site below a lot. It gives very good insight on what to do, when to do, why to do, and how to do it. I have created some awesome levels that have scared the holy heck out of my girlfriend's two kids.

http://www.worldofleveldesign.com/categories/cat_level_design_tutorials_tips.php
Northern
15
Years of Service
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Joined: 5th Nov 2010
Location: Brazil
Posted: 8th May 2011 06:03
Hello everyone,

Indeed Leebo is right.

If you wanna getting deeper in game level design and game environment that is the right place. Awesome web site about that subject. It is worth visiting it.

Regards.

Northern.
Slayer267
15
Years of Service
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Joined: 6th Sep 2010
Location: Non of your beez wax
Posted: 11th May 2011 04:14
Thanks everyone for your suggestions!

EPIC HELP! EPIC PWNAGE

www.fpschelp.webs.com
Butterkiss
18
Years of Service
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Joined: 9th Oct 2007
Location: Deaths apartment
Posted: 11th May 2011 04:50
A good gameplay dynamic is verticality <--- i think that's how its spelled. But Verticality keeps in nice and fresh.

Multipul Projects are coming like rapid gun fire.... Bang.

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