Author Topic: level design resources  (Read 517 times)

Nando

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level design resources
« on: May 11, 2012, 05:23:14 AM »
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!


soop

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Re: level design resources
« Reply #1 on: May 11, 2012, 05:27:05 AM »
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 :)

SamIAm

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Re: level design resources
« Reply #2 on: May 11, 2012, 06:39:11 AM »
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.

Nando

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Re: level design resources
« Reply #3 on: May 11, 2012, 07:28:37 AM »
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.

spenoza

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Re: level design resources
« Reply #4 on: May 11, 2012, 07:36:34 AM »
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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Arkhan

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Re: level design resources
« Reply #5 on: May 11, 2012, 07:38:09 AM »
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.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Nando

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Re: level design resources
« Reply #6 on: May 11, 2012, 07:54:27 AM »


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."

spenoza

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Re: level design resources
« Reply #7 on: May 11, 2012, 08:15:54 AM »
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.
<a href="http://www.pcedaisakusen.net/2/34/103/show-collection.htm" class="bbc_link" target="_blank">My meager PC Engine Collection so far.</a><br><a href="https://www.pcenginefx.com/forums/" class="bbc_link" target="_blank">PC Engine Software Bible</a><br><a href="http://www.racketboy.com/forum/" c

Nando

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Re: level design resources
« Reply #8 on: May 11, 2012, 08:20:59 AM »
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!

Arkhan

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Re: level design resources
« Reply #9 on: May 11, 2012, 08:47:20 AM »
We use Mappy at Aetherbyte

its cut/dry/works great
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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If you're not ready to defend your claims, don't post em.