How to Design Great Metroidvania Levels | Game Design

preview_player
Показать описание
In today's Devlog we'll cover the allusive Metroidvania level design, and how it's actually pretty easy to make. Games like Super Metroid, Cave Story, Hollow Knight, and more. I'll even show the steps I took to overcome it with my game indie game, Dewdrop Dynasty.

Test Build:
Now available for patron supporters!

┈ Check Out Some Other Cool Videos and Game Devs! ┈

Goodgis - How I Learned to Create GAMES (No School Required)
Goodgis - Pixel Art Tips from a Professional Artist - Tips & Tricks
PolyMars - Best Python Game Wins $1000 - Game Making Challenge
Barji - Best C++ Game Wins $1000 - Game Making Challenge
PolyMars - Learning SDL2 in 48 Hours - GMTK Game Jam 2020
BadGameDev - I Paid Game Developers on Fiverr to Make the Same Game
Dani - Adding a Dragon Boss to my Game Because Steam is Mad at me
Dani - He said I Couldn’t Make a 3D Game… So I Made One!
Reece Geofroy - Making an Open World RPG was a HUGE MISTAKE! (Dream Game Devlog)

#Goodgis #DewdropDynasty #GameDev
Рекомендации по теме
Комментарии
Автор

I also think it's important to think about how the player's future abilities will work in each area. It's so satisfying to revisit an area with your new tricks and fly through everything in a matter of seconds.

andrewdrost
Автор

Funfact: there is actually a "cheese mine". In Austria, near the city Weiz (Styria), there is a place where they make cheese in an abandoned silver mine, because of the constant temperature in the shafts. And they call it Mine Cheese

mcjm_noonewillfindthis
Автор

My tip is harder to do for 2d games, but not impossible, but works really well for 3d games. Each level (really each room) should have a focal point. Something noticeable, large, flashy, or interesting where the player can orient themselves around and remember if you come back to it later. It really helps to create the flow of the map if you are focusing on a point, or three.

TheIronicRaven
Автор

I started watching your videos a few days ago. Really cool content man! Your story is really inspiring! We are about the same age and we have pretty much the same background story! :D Is Godot your weapon of choice in the end? Btw, please, don't give up anymore! I believe in you!

mixlaproduction
Автор

I am making a metroidvania game mixed with a rougelite style game and this honestly helped me get unstuck!! thanks!! (also cant wait for dewdrop dynasty to be

Quaffyson
Автор

Thank you for the tips! I've been stalling my own world building but I'm feeling motivated now. I really like the idea of creating the map layout first.

GameEndeavor
Автор

Thank you so much for this video, it'll be helpful for when I make a metroidvania. I feel like this could also apply to other genres like rpgs.

pixeltoonsjaafar
Автор

Love the idea of blocking out all the rooms in rough form first, then laying out all items so you can see the critical path. Super helpful. Keep it up!!

sasquatchbgames
Автор

You wouldn’t know how many times I watched this video! It is so helpful! I’m making my own metroidvania and these game design videos from a fellow metroidvania dev are so helpful! Please make some more in the future!

SleepyPancake-rmjr
Автор

This has been the best video on this matter I've so far come across, and the best resource in general. Thanks so much!

GhirkoArt
Автор

Im working on a project and i got stuck on how im going to build the map. your skeletal description/tip, gave me the much needed breakthrough, thank you so much for this!

ronentai
Автор

this video actually helped me with a small breakthrough of my own! loved the way you explained it, really smart view :)

dizzardmoon
Автор

Thanks so much! I have been trying to find a video like this for weeks! I have got to the point where I think I am ready for level design but whenever I opened up my game I didn't know where to start. You definetly earned a sub! Thanks so much!

CodingKricket
Автор

This game keeps looking better and better! I've gotta say, your videos are really inspiring, especially for someone who's trying to make a metroidvania-type game as well. I'm really excited to play Dewdrop, keep up the good work!

clamshell
Автор

i really liked the video, really informative about level design!
what i was most excited about was the game footage in the background with it's new things, really exciting! :D

k-kato-o
Автор

Nice video man, haven't watched your videos in a while, they still are amazing haha!

Hamox
Автор

Brilliant video! It's been a while since I've properly done any level design so seeing your approach is great.

Skeffles
Автор

I've been learning and researching game developing since 2014 as well as making my own little games.
And level design has been something I've never fully understood, even if I was making mostly platforming games.
And after so long, I want to say that this video was the most helpful advice I've ever seen in the matter. And I finally feel actually motivated to make levels. I feel like something finally clicked. Maybe it's how you presented your thought process and maybe we try to rationalize stuff similarly, but anyway I'm glad you made this. Thank you.

setteplays
Автор

Brand new to the indie game dev dream and platform levels are by far way harder than I ever thought they’d be, love these videos they are such a great help and inspiration.

camk
Автор

When I was still contributing to the Metroidvania Game Jam, I did exactly this. Having the Map Laid out beforehand in an abstract way really sparks your imagination!
We had a pretty bland level going on and wanted to introduce a Water Area.
I decided to go with a Pipe System that runs below the facility that leads to a Tank where you fight a boss.
Cool so I made a set of rooms below the lowest floor and saw we had a testing facility room near that.
Ofc. it made so much sense all of a sudden. The boss escaped the testing facility room at some point (since it was a month long game jam game I had to design it with people in mind that don't have endless time of getting lost) after you obtained the upgrade.
So the environment of showing that boss in his pseudo fishtank of sorts completely changed and in order to not flood the facility with acid you have to hunt it down.

All of this wouldn't have been so effortless to come up with if I didn't have the Map beforehand.

hiiambarney