Level design tips & tricks
anithmuk
Member Posts: 235
I'm really stuck trying to think of new levels for my game, I have about 15 levels done and have just run out of ideas. I mean in terms of my game, how many different ways can I make a particle move from one side of the screen to the other? So I wanted to ask, how do you all get ideas for level designs, how do you get creative, how do you make level after level after level and still keep things fresh and unique.
Now I know there are a bunch of ways to answer those questions, but I was just curious about your personal experiences and any tips or tricks you might have. Oh, and on an unrelated note, how do I change my forum avatar?
Now I know there are a bunch of ways to answer those questions, but I was just curious about your personal experiences and any tips or tricks you might have. Oh, and on an unrelated note, how do I change my forum avatar?
Comments
For example, Gravitrixx has 100 levels. Its base mechanic is moving your circle to collect glowy things.
That's it!
The first 10 levels comprise of different obstacle layouts to familiarise yourself with movement.
The next 10 levels introduce red block hazards.
The next 10 introduce disappearing blocks.
The next 10 introduce disappearing red block hazards.
And so on and so forth.
The new elements are introduced and then gradually mixed with elements that preceded them.
Level design is an art unto itself! Collectively, myself and my friend Jake (who co-wrote Gravitrixx with me) have been making games for 20 years! Experience helps!
Having said that, I've seen some great level design from people with NO experience whatsoever.
So, in a nutshell, I'd recommend taking the 'base' game mechanic and adding modifiers to it as the levels progress.
Hope that helps!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Maybe I just have no imagination, or maybe I just need to find some play testers to tell me what I'm doing right or wrong, either way its REALLY frustrating.
BTW, Gravitrixx looks really cool, great job! How long does game like that take to make from beginning to end?
There were two of us building levels, but we couldn't work on the game at the same time
A lot of thought went into the level design. If you play the game, you'll see how the first two levels introduce you to the control system by limiting your movement. Level 1 teaches you movement from left to right. Level 2 teaches up and down.
After that it gets a little trickier, but you'll also notice that no hazards appear till level 11.
This lets the player get used to the controls and the general premise of the game before introducing an element that could cause them to fail the level.
When the hazard *do* appear, those levels are similar to the first few levels. The idea is to keep the player feeling that this is familiar, while at the same time introducing something new.
Additionally, you don't have to complete every level with 5 stars to continue playing. We set up 'Grids' with 10 levels in each. The most you could get from a Grid is 50 stars (5 stars per level). However, unlocking the next Grid doesn't require you to have the maximum amount of stars.
This means that if you get stuck on a level and continually fail, or you just aren't too good at a particular challenge, you're not stopped from progressing straight away.
Also, you can play any level from any unlocked grid. So you can play levels 1 to 4, for example, fail level 5, but can still replay that or play any level up to 10 on that grid.
Phew!
For our next game, we're making a runner - it's very different as you're trying to get as far as you can, but it's only one level really. I think making 100 levels burnt us out a bit!
I'm almost done with that, and that will have taken a month or so!
Make no mistake. Making games is not easy if you care about them! A lot of hard work goes into them!
Hope that helped!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
The lovely thing with GS is that you can put stuff into your levels and test right away. And if you don't have exactly what you need, you just make a new actor and plonk him in and see what happens!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
~CTM
since I carry around my ipad with my, I have adobe ideas installed and I just create a blank file and do a very rough sketch of the level when I think of one. I got about 30 down over the past few days, not including the 10 I've already designed in gamesalad to play with.
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You'd have to ask the wonderful Joe from Firemaple Games about it - he did all our art on that game!
Cheers,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
nothing sucks more than finding a bug after you've created 50 levels and having to go into each one and fixing it.
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QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
You can introduce a new element and make it gradually harder. Then introduce another new element, but make that first level with the new element in it slightly easier.
Essentially, you have to ease the player into the game. First levels should be easy and make it obvious what you need to do i.e. introduce the player to the idea.
Subsequent levels should again introduce players to new elements before upping the difficulty.
It's a tricky thing to do for sure!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io