So, this guide starts with a blank FPSC canvas, one that will soon be filled with awesomeness in the form of game level design. Below I have listed a few tips to keep in mind whenever you create any game level, anywhere. These tips aren’t essential but will help your game to be a better experience for your intended audience.
• The first tip would be to always make sure the path is defined. The worst games I have played are ones that you have to find the way to your objective.
• Please, don’t take the above tip to heart too much. It could be used as a creative aspect. Obviously, if the objective is to find an object, then make it slightly harder. As with anything, it depends on the situation and needs of the game.
• Environment. Unless your game is going to be stylistically unrealistic, make it as interactive & atmospheric as possible. This means things like fog, rain (hard in fpsc, I know), destroyable objects and other general interactions that add life to the game.
• Lighting & Shaders. At first, I was reluctant to use shaders simply because I didn’t know what they were fully. But when I followed the simple steps and applied them, I have been using them ever since. They add depth and beauty to your game. Lighting is also a great way to add awesomeness to your game, this is detailed further below.
• Finish the Game. Nothing is worse than an unfinished game. It’s like leaving hair half cut, it will look terrible. To finish a game, ensure you’re motivated and have an idea that you’re passionate about.
With that said (and hopefully done), let’s begin to make games.
Section 1: The Idea
Surprisingly, this is possibly the hardest part of the whole process with FPSC. A new idea is something rarely seen these days, I dare not to mention the amount of times that I’ve watched cheap rip-offs of games, films or TV shows. The important thing is that your idea motivates and inspires you. If it doesn’t motivate or inspire you, I highly doubt you’ll finish the game. Therefore, create something that you are passionate about. It may mean endless days thinking & planning, but it doesn’t have to be that. Some of the greatest ideas have come from spur of the moment thoughts or visions that turn into a creative idea. So, to get an idea, get up, watch TV, go out with friends, play board games, do the general things that you do, but in the back of your mind know that you are constantly searching for an idea. Trust me, it beats sitting at a desk with a bin full of wrong ideas.
Section 2: Planning The Level
In this section, you’ll need to know what you’re aim is with the level in particular. What will the objectives be of this level, what terrain will it be in, weather, time of year, these all come into it. It depends on your preference, some would recommend that you just get going and let the juices flow (juices of creation, that is). Others will insist on sketching every detail of the map & level. I am somewhere in between. I am with the belief that you have a defined idea in your head, and you play the level through your head with the objectives etc but I wouldn’t go as far as drawing the map (unless your bored in you’re maths class). A good template cannot be recommended for this as each person has his or her own unique creative process. It’ll come naturally; don’t worry about it. If you’re just about to stop reading and go drive off of a cliff because of my awful writing skills, don’t just yet, the fun part is about to start.
Section 3: Segments
As previously stated, each person has their own design process, but this is mine. I start off with the segments, adding a basic layout of the level. This will be specific to your objectives, but for the sake of this tutorial, I will use the cliché example of “Reach room x.” So, as you can see by the image, I have made a corridor-styled level which has a start and end point. However, it is incredibly linear and quite boring.
To combat this, we will add other paths/ rooms that the player can take that will each have their own surprise or reward. Once these have been added, not only does the player feel more free, but the level also looks a lot better. This includes doors. As you can see from the below images, I have added a store room (right) and a study (left). I have also added a divider to brake up the linear nature of the level. A good tip would be to create "fake" doors. You don't have to create a room behind them as they are inaccesable, but they create the illusion that there's something behind them.
But still this looks boring on a segment level, so we need to add the final thing segment-wise. These are windows. Although not completely neccesary, they will add realism to your game and create the idea that there is a world outside. (Unless you're trying to make them feel contained) This is done purely through artistic judgment. In my example. I have placed windows in most rooms except the store room, since there would be no need for it's existance in real life.
That pretty much rounds off our segment section. Just remember, you're trying to make your game believable. Don't do something that will make the audience question the reality of the game. If you follow the below simple rules, you will not go far wrong.
• Don't make your level seem one-way. In reality, there are rarely cases where an individual is forced to go one way (apart from shopping with your partner -_-) so you shouldn't do this in your game either. A great way to prevent this is using fake doors.
• Unless used for effect, make your standard room 2 levels high. Using one layer just makes the user feel confined & clostrophobic.
• Only use items where they need to be used. An example of this would be my store room. I didn't put any windows in it. Why? Well, because in reality, they don't generally have windows. Remember, you're trying to build a picture and a story, don't ruin it by unrealism.
• Don't create unnecessary rooms. I know it sounds like i'm contradicting myself, but let me explain. By "Unnecessary Rooms" I mean rooms that are created but serve no purpose. My study serves purpose because it a) Helps to prevent the linear feeling and b) will hold secret documents on the desk.
• Try to avoid square rooms unless the shape is broken up through entities. (Seen below)
Section 4: The Entities
This is definitely my favourite part. As we say in the film industry, "set dressing." It's where you define your rooms and make them altogether more believable. Your level really starts to come alive at this point. There is no rule, but I organise this into 3 levels.
1. Defining Entities
2. Detailing Entities
3. Interactive Entities
Each will be explained as we reach them. Let's start with the defining entities.
1. Defining Entities
Defining Entities are usually large entities that define your room. An example of this would be in a bank vault, the defining entity would be the cash. It helps the audience to identify what the room is. This again is specific to your needs, but my example is below. (I started to run out of time at this point, so i'll just focus on the study room)
As you can see, the only entities are included that define the study. Also, ensure these are specific to time period and your game's genre and idea. If it's "the office of a dead guy", put a skeleton in there. Anyway, moving on.
2. Detailing Entities
These entities add definition and emphasise the room and it's function. In my example, i've added red drapes beside the window, a fireplace, another furniture arrangement, statues, wall lights, posters and gold. These all add to the WWII study feel of a german general (which was the thing I was going for ;D)
3. Interactive entities
These things are self explanatory. They are things that the player can interact with. This includes things such as weapons, characters and dynamic entities. In my example, I added a pistol to the table and made the chairs dynamic. This adds to the interactivity.
After adding entities, I would test the game and make sure everything is checked before moving on to the next stage.
Section 5: Markers
Markers are the final thing we need to add level-wise. They include things such as lights, win zones, heal zones etc. I will start by adding lights. Lights are what define the mood of your game. I am going to go for a dark and moody feel in this level, so I will keep lighting to a low. I will also add a simple fire decal with a hurt zone around it, as a demonstration. But firstly, lights.
FPSC comes with many lights. You can choose one of the presets or define your own colour. The colour and size will both contribute to the mood and feel of your level. Also, take note of your light sources. Lights do not float or are not random. Whether it's a pulser core on a spaceship or a lamp in fred's room, there needs to be a source.
Once you've added the markers, you're about set to go. In my article, I have missed out a few things, however, I have listed and explained them below so that you don't miss out.
Missed Subjects
Shaders: Instead of myself explaining shaders, here's an exellent forum post on it:
http://forum.thegamecreators.com/?m=forum_view&t=170642&b=24
Skyboxes: Your skybox needs to be applicable to your level. If it's in space, it's probably not a good idea to have an earth-like skybox. This really is common sense and creativity.
If you believe I have missed anything out, please comment below and i'll add it.
Thanks
Thanks for reading this tutorial, I'll update it as my knowledge progresses. It'd be awesome if you took the time to post a comment as this has taken me a very long time. Comments and criticism is welcomed.
Cheers,
Wheatleyy[href][/href]
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