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Chit-Chat / Re: What is your process for designing levels?
« on: January 09, 2015, 11:37:55 pm »
I know you said you weren't looking for level design theory, so feel free to reprimand me or ignore it, but considering you said that you feel stuck right at the beginning of the process, this article from Gamasutra may help:
http://gamasutra.com/view/feature/184783/the_metrics_of_space_molecule_.php?page=1
It's lengthy and heady, but if you can wrap your mind around it I think it can be inspiring to someone like yourself that prides themselves on designing game mechanics. Also, its main focus is certainly 3d games (more specifically, first-person shooters, I believe), but I think you'll see the essence of what's being talked about can be applied to any type of game, really. The general idea is to create a diagram to represent the intended and possible paths (not necessarily physical) a player may take through a level; something like what Natrium mentioned above. This can be done on a large scale, determining the flow of the overall game - think of the masterful Symphony of the Night, where access to different areas and the items/abilities that grant you that access are balanced throughout the castle in a specific ordered way, yet still allow for plenty of freedom to explore - or on a small scale, such as placing enemies, keys, doors, etc. into a single room of a level.
Other than that, I definitely agree with the idea of building levels around each successive game mechanic, and depending on the kind of game you're trying to make, that may well be the perfect starting point, but there's obviously more to it than that; you don't want your game to end up simply being a series of demonstrations of each new mechanic. I gather from what you've said that your "designer's block" comes more from where to put things rather than the what. My personal suggestion is to play a game that's similar to yours (whatever favorite, all-time classic of the sub-genre you prefer), and when you encounter a bit of level design you enjoy - obviously, you're not going to straight-up copy it - but, try to understand the underlying concept of why that arrangement of elements works the way it does and see if you can build something from your own game around that, adjusting the non-essential aspects, adding twists, etc. Again, this can be done on both the large and small scale. Overall, I'd say it's all about designing the theory of the level before you start laying down tiles.
Sadly, as of yet, I have nothing to show for all this talk...
http://gamasutra.com/view/feature/184783/the_metrics_of_space_molecule_.php?page=1
It's lengthy and heady, but if you can wrap your mind around it I think it can be inspiring to someone like yourself that prides themselves on designing game mechanics. Also, its main focus is certainly 3d games (more specifically, first-person shooters, I believe), but I think you'll see the essence of what's being talked about can be applied to any type of game, really. The general idea is to create a diagram to represent the intended and possible paths (not necessarily physical) a player may take through a level; something like what Natrium mentioned above. This can be done on a large scale, determining the flow of the overall game - think of the masterful Symphony of the Night, where access to different areas and the items/abilities that grant you that access are balanced throughout the castle in a specific ordered way, yet still allow for plenty of freedom to explore - or on a small scale, such as placing enemies, keys, doors, etc. into a single room of a level.
Other than that, I definitely agree with the idea of building levels around each successive game mechanic, and depending on the kind of game you're trying to make, that may well be the perfect starting point, but there's obviously more to it than that; you don't want your game to end up simply being a series of demonstrations of each new mechanic. I gather from what you've said that your "designer's block" comes more from where to put things rather than the what. My personal suggestion is to play a game that's similar to yours (whatever favorite, all-time classic of the sub-genre you prefer), and when you encounter a bit of level design you enjoy - obviously, you're not going to straight-up copy it - but, try to understand the underlying concept of why that arrangement of elements works the way it does and see if you can build something from your own game around that, adjusting the non-essential aspects, adding twists, etc. Again, this can be done on both the large and small scale. Overall, I'd say it's all about designing the theory of the level before you start laying down tiles.
Sadly, as of yet, I have nothing to show for all this talk...