My Approach to Level Design

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For my current game, I’ve made a way for it to load them from an image. Each pixel is one tile in the map and the color determines what kind. This means I can just edit the image and make a few versions very quickly.

But these are single screen tower defense levels so

OctagonalSquare
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Way before I even considered game dev I loved Super Mario Maker. I wanted to figure out what made the popular levels so much better than mine. They almost always had this concept especially if it was based on a niche/unknown mechanic.

Gambit-YT
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Makes me remember the Ori Level Design review from GMTK, def recommend for those interested

MathieuHaas
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So im currently making custom maps for a game called bombrush cyberfunk (BRC) and i can related alot to this video, the whole game is movement based and if your apart of the modding community (ex slopcrew, freesoul) they would be using stuff like movement plus for insane speed snd height, way to fly or noclip and so on, so me blocking out the level saying "okay how would different players hit this rail and how would they do it" really dose help and before you know it you get a good chunk of detail done with ur models whenever you start detailing

dravenpetroski
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Shigeru Miyamoto’s approach to Super Mario Bros was very much like this: present situations where simple concepts are obvious and build up on those, then create situations where the player is pushed to experiment (flower power up) to find new actions, and then those actions should lead you to learn new abilities (running by holding the flower fire ball button). Then he trusts the player will be able to put 1 and 1 together into 2 (or maybe 3 if you’re Terrence Howard, not sure).

dpedreno
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Sorry for my ignorance, this game is so beaut beautiful, has it been released yet?

luizdviegass
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I agree. I’d say even: try to pay to your player with new mechanics each level. Maybe not exactly mechanics, maybe that’s some unique interaction of already learned mechanics. I.e. some chunks of code that were never executed before. Like if it’s new enemies, then at least one new enemy should not be a reskin, it should have some new ability or behavior. Or it should be some new item that is different from what player already used. Maybe new npc. If player has already seen many npcs, it should be some new interaction npc makes, like maybe it’s a trader, or maybe he can give a gift to you, or this one includes dialogue choice. You shouldn’t involve all of these in a single level at once, but gradually add it here and there, this acts both as smooth learning curve, and as a way to entertain the player and keep him engaged.

jerrygreenest