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#1 modi123_1   User is online

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Brick by brick or graph paper tornadoes?

Posted 27 September 2013 - 02:36 PM

Continuing my 'Coffee Talk' themed posts...

Digging through my closet I disturbed a mountain of old papers and it came crashing down. Somewhere in the middle a vein of graph paper surface.. Sheets covered in maps, level design, map legends, and desired movement of players through my game. (It was interspersed with D&D maps and video game concept maps). I had a good chuckle at the crudeness, but realized - hell I am barely a few steps above the big fat crayon in my fist. Ha!

This of course triggered some interesting ideas on how one actually goes about making a game level. Sure you spend all this time on mechanics, but crafting levels that flow, maps that transition well, and direct players to specific story, plot, or battles isn't something to take lightly. Metroid, Maroi, Zelda, or DragonWarrior maps all come to mind. Movement inside areas on the map and then that whole global movement.

After getting a world concept down I try and get general level areas down.. so similar desert terrain, similar plains, etc (well thinking of it in a Zelda-esqu way). Transitions and what not.. then individual levels is where that pad of graph paper comes out. Blocks, walls, enemy triggers, traps, loot, enemy paths, etc.

How about everyone else? Do you spend a whole mess of time thinking about flow and level design? Do you get nitty gritty, or sort of free form it on the back of a napkin?

(FYI - if it's your thing the first link models this with fun Graph Theory.)



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