Posts | ||
---|---|---|
2D Level Design- Any Tips? | Locked | |
Thread Options | ||
May 5 2013 Anchor | ||
So I've put together, at this time, quite a lot of levels for our little 2D adventure Sprout the Game. It's not my first experience in level design, but its my first time really truly feeling the pressure of doing a very good job with it. While I think I'm starting to get the hang of it, I still find it incredibly difficult. From reading books and such, I've learned that building rhythmically is paramount. ie, Jump, jump, dash, jump, jump, dash. I've also learned that breaking up the level into different paths so the player has choices about which way to go is also, apparently important. So I've done all this, to a certain extent, but I'm still not sure my level feels "compelling". The level in this video has been tweaked quite a bit since this video was made, but I think it will give you a pretty good idea of what's going on. Anyone with any experience about 2d level design have any tips? |
||
|
May 5 2013 Anchor | |
Well, it seems that you have run into a classic problem of knowing what your game is about. --
|
||
May 5 2013 Anchor | ||
Ah, you've pretty much hit the nail on the head! Action/platform with puzzles or puzzle boggler with action? The objective of the game, once it's a little farther along, should be more clear. Restore life to a barren Earth and, uh, like any sidescroller, go right. |
||
|
May 5 2013 Anchor | |
Well, with the video you showed, I couldn't really see any kind of action genre just because the game play is pretty slow, so a puzzle game would probably be best, also don't be afraid to make really pretty levels. If you aren't going to focus on fast game-play then you can really blow away your players with your environments. --
|
||
May 5 2013 Anchor | ||
I mean, it is a puzzle game and that's always been the plan, but it's about deciding how much action there should be. Obviously we've got some enemy interaction stuff going on, but the enemies aren't particularly fast. |
||
|
May 6 2013 Anchor | |
Yeah, I see that, so you should probably work on developing more puzzle mechanics? Maybe being able to go underground or something? --
|
||
Oct 24 2013 Anchor | ||
sir this is epic hope you make it towards greenlight if want to launch it:) |
||
Oct 24 2013 Anchor | ||
Ah thanks! The game's changed quite a bit since way back then though. We're using Unity and it's 3D now... Check out our page for pictures and news and stuff like that. I hope the change doesn't disappoint you! |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.