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Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: Nando on May 11, 2012, 05:23:14 AM
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Looking for any resources on level design, specially for RnG/Platformers.
done the google thing, found some good overall articles, but nothing specific to what I am looking for.
Also playing some RnG and studying those.
THANKS!
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Looking for any resources on level design, specially for RnG/Platformers.
done the google thing, found some good overall articles, but nothing specific to what I am looking for.
Also playing some RnG and studying those.
THANKS!
hmm. Doubt I can help, but I will say, I like the branching style of Turrican. You can run through, or pick a longer path. Also I guess Metal Slug. But all the contra games I've played are nice too, I think the challenge in those are the placements of the enemies. Nice design to lull you into a rythm, then deliberately disrupt it :)
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The guy who did the level design for the Sonic the Hedgehog games apparently wrote everything out on graph-paper first. He didn't do it roughly, but actually kept everything strictly proportional so the ideas would transfer cleanly. It's food for thought, I guess.
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Thanks guys.
Sam: That's a good tip. I had no idea that's how those were designed. I'm actually using graph paper as well. Although I do all sorts of loose concepts on a drawing pad first.
Soop: YES! the whole rhythm thing is spot on.
heh, the Tao of lvl design.
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It is more art than science. You are doing the right thing by playing and reviewing the types of games you like and want to emulate.
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You can plan on graph paper, but it isn't as much of a necessity as it was back in the 80s.
Just get a tilemap program and keep testing til its good.
Your levels are going to suck ass the first time through them. Its 100% guaranteed.
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Your levels are going to suck ass the first time through them. Its 100% guaranteed.
No doubt on that one.
I've only ever heard of "Mappy" I think that's the name, but haven't tried it. I've got access to Photoshop, so there's always that, unless there's a focused alt. to it.
Spenoza: there are SO many gems out there that I am still discovering. I am trying not to get into the trap of too much research not enough "doing."
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Spenoza: there are SO many gems out there that I am still discovering. I am trying not to get into the trap of too much research not enough "doing."
Well, here's an idea. Create mini-levels or level segments after you play a game. Basically, recreate a few of your favorite screens from the game you just played, and then create some original screens utilizing ideas you particularly liked. See if you can cross-apply those ideas. After you have a few screens and small sections drawn up you can move on to larger areas.
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Spenoza: there are SO many gems out there that I am still discovering. I am trying not to get into the trap of too much research not enough "doing."
Well, here's an idea. Create mini-levels or level segments after you play a game. Basically, recreate a few of your favorite screens from the game you just played, and then create some original screens utilizing ideas you particularly liked. See if you can cross-apply those ideas. After you have a few screens and small sections drawn up you can move on to larger areas.
I have been looking at maps as a whole to get a sense of flow. But the "chunks and bits off," is a great idea. THANKS!
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We use Mappy at Aetherbyte
its cut/dry/works great
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YMMV
2D sidecroller lvl design resources
http://thegame-pad.com/?p=510
http://users.soe.ucsc.edu/~gsmith/sandbox_examples/sandbox08_pictures.pdf
http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php
http://www.behance.net/gallery/The-Odyssey-A-side-scrolling-platformer/2905471
http://www.engine001.com/tutorials/Side-Scroller%20Map%20Design_281.htm (http://www.engine001.com/tutorials/Side-Scroller Map Design_281.htm)