The creation and layout of the individual rooms/stages/sections in which the game takes place in.

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1
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0answers
39 views

Tile based in-game room building [duplicate]

On a tile based strategy game I'm working on the player may select an area in which a room is placed. To do so the player selects the tiles. Either by clicking on each individual tile or dragging from ...
1
vote
3answers
93 views

Creating interiors in Unity

I'm trying to use the vanilla Unity Editor to make some interiors (with primitives like cubes etc). It's a hard process by itself because you have to do all sorts of calculations for scale and ...
0
votes
0answers
14 views

Valve Hammer - Making/importing a set of timed co-op levers?

I'm trying to make a Portal 2 co-op map in Hammer. I know the basics but I would like to know how to insert the levers from the Valve co-op courses where both players have to pull them at the same ...
-1
votes
2answers
51 views

Where to create scenes? [closed]

I'm starting to develop a 3D game with Unity and 3ds Max. Where do I create levels for my game? Do I create individual objects in 3ds Max and transfer them to Unity, or do I create the whole level in ...
1
vote
0answers
23 views

Looking for some insight on level mangment [closed]

So, i'm creating this little music game as and exerciseand want to do it as "Correct" as possible. The game works like this: The player gets a short melody played to them ("C4","D4","E4","C4") Then ...
1
vote
1answer
73 views

How should I improve my game world? [closed]

I'm in the process of teaching myself game development, and I'm trying to learn 3D, and started on a basic 3D game. The actual problem I've encountered is with level design, I'm using cubes all over ...
2
votes
1answer
67 views

How can I ensure the player learns all skills in a single open level?

I am making a game that only has a single level. It is a survival game. If there were multiple levels, I can have the player learn new skills gradually. For example, level one requires jumping, level ...
0
votes
2answers
314 views

What is classified as a “High Level Design Decision”? [closed]

I'm a student studying game development and I have an assignment about level design due in a few days, the last question is about identifying high level design decisions from a game scenario, but the ...
0
votes
4answers
169 views

Designing a multi-level game

I want to know to code structure of a game that has different levels to choose from on the main screen. More precisely, I want to know how does the main loop hands off the rendering to another loop ...
0
votes
1answer
76 views

Texturing issues in cry engine sdk

Sup? I've been working on a new environment scene inside 3ds max. It looks something like this - When I used the cry engine exporter to export my assets onto my level, I've been getting very weird ...
1
vote
2answers
92 views

Algo for Minimum no of solving in a level like Bubble Blast2

Is their any way to make a algo to know minimum no of way to solve in Bubble Blast 2. I am trying to make a clone of it. My real problem is only to determine the minimum no of tap to finish the game. ...
3
votes
2answers
316 views

How should I organize my Unity scene graph?

In programming, we have coding conventions — self-enforced rules to help maintain order. Does such a convention or consensus exist on how to lay out scenes in Unity? I've seen two styles of ...
1
vote
1answer
259 views

Environment collision in a pseudo-3d 2d space

The game is a 2D brawler with depth movement in the vein of Golden Axe, Final Fight, Castle Crashers etc. Characters and environment are all 2d sprites as well. I've had no real issue setting up ...
0
votes
0answers
41 views

Processing.js for loop not executing all the way

I'm trying to add elements to an ArrayList (in Processing.js, basically a javascript array) in a for loop. BEcause of the many objects I need to add, the for loop is not incrementing all the way ...
2
votes
1answer
132 views

Infinite loop of prerendered 3d graphic

I have a game where I want a never ending pathway for the character to walk along. So in my 3d modeling tool I created a path like this: now I want to loop that model over and over in my ...
34
votes
13answers
6k views

How can I make backtracking interesting?

When a player navigates a space for the first time, it is very interesting: the content is new, the dangers are unknown, paths need to be found. However, various situations force the player to ...
0
votes
2answers
113 views

Manage game objects depending on visibility [closed]

I'm trying to create an adventure game in 2D and I'm thinking about map management/objects. Here is what I've got in mind in terms of modelling: Now, I would like to create entities based on ...
3
votes
2answers
175 views

How to detect Lagoons and Lakes on a random Island Map

I have an engine which generates random Islands. At the moment it tends to generate quite a lot of lagoons and lakes. I would like to know of a feasible way of detecting them so that I can mark them ...
2
votes
2answers
202 views

How to limit players to low-level content before they advance, if they can't die

I am making a game with the basic RPG elements: levels, xp, items, currency, stats, spells and monsters. The only different thing is that the player doesn't have hitpoints, you can't die. It's a ...
2
votes
2answers
227 views

How to be sure that a target goal in a match 3 game level will not be impossible?

This is clearly not a coding problem but the logical one. I am starting to learn how to make a match 3 game. but there is a question rising in my mind. when i will set goal to complete the level, how ...
0
votes
1answer
105 views

How to properly generate walls simulating perspective around stone in a cave-like level made of squares?

Long story short. My levels tiles currently look like this: And i want them to look like this: My levels are designed as 400x400 squares of proceduraly generated 0's and 1's, 0 representing ...
14
votes
6answers
3k views

Creating a seamlessly looping 2D multiplayer level?

A discussion came up recently about how to create a 2D side-scrolling multiplayer game that can have an looping level design (Think of Starbound and how their worlds are looping). I thought the ...
0
votes
2answers
496 views

What are some ways to store level data in a game like Gunpoint? [closed]

Gunpoint is a 2D stealth game available here. I was wondering how you might go about storing level data for a game like this. I'm mostly concerned about how the collision detection is saved. There are ...
0
votes
1answer
1k views

Random/procedural generation of puzzle-platform levels

I have an idea for a puzzle-platform game where the levels would be randomly generated. Creating a random generation is relatively simple. What's not easy is checking that randomly generated level to ...
1
vote
1answer
217 views

Drawing geometry to an SDL_Texture?

As a direct result of this question that I asked a few days ago, I want to draw potentially-complex geometry to a SDL_Texture or, I suppose, an SDL_Surface. Ultimately, I want the foreground of a 2D ...
0
votes
1answer
64 views

Is it possible to use Unity components individually outside of the Unity Studio?

Such as physics, rendering or math libraries/objects. I would like create a project which would benefit from a few game engine related things but rather than use a mixture of separate libraries I ...
0
votes
0answers
34 views

XNA - Store and define level event [duplicate]

I am currently developing a game in C# using XNA/MonoGame and I face an issue to manage and store my level event. I store my level in XML (Enemies, Spawn location...) and I would like to store my ...
0
votes
1answer
109 views

How big a transition from programmer to modeler/level designer/creator [closed]

So I think I may take a break from the programming side, I have put in 6 hard months learning C++ and graphics theory, I have learned a huge amount but over the last few days have been studying level ...
2
votes
0answers
117 views

How much a scene would be done in 3D modelling program before exporting? [closed]

What I am trying to work out is, when creating a level, or section of a level, how much is created in the modeling package before it is exported, take the scene in the link. Would this whole scene be ...
11
votes
2answers
3k views

How can I randomly generate 2D tile-based side-scroller terrain?

I want to randomly generate a map for a 2D sidescroller game using the following tileset: I have found a few great articles on the bitmasking process, for example: ...
1
vote
1answer
2k views

How do I create indoor scene lighting? [closed]

I'm building the inside of a space ship in Unity as POC. I need info on scene lighting. Rooms, corridors or just in general how to make an enclosed scene look great with lights. Keep in mind this is ...
1
vote
1answer
108 views

NPC Dialogue directing the player [closed]

I recently gave a build of my game to some people and asked for any thoughts. One of the ones I keep getting is, 'I didn't know where to go first, but I guessed.' The problem is, I'm still getting ...
1
vote
3answers
178 views

What is the term for the level progression paradigm in Bejeweled?

Looking at the various level progression paradigms for my puzzle game, I decided to rule out the common ones such as 3-star per level, linear campaign-like story, etc. I like the idea of Bejeweled's ...
-1
votes
1answer
641 views

Level Editor for iOS Games [closed]

What would be the best way to design "Angry Birds" - levels. I wanna develop my own Angry Birds but I don't know how I should design the levels. Is there any good tool/level editor for that? The app ...
4
votes
1answer
1k views

How to store and parse story actions in XML

I been working on a game in Unity that reads its story (Actions, scene descriptions, NPC's, ect...) from an XML and have been wondering there was a better way to store actions based on player data ...
1
vote
0answers
177 views

How do I make a shaped fluidSurfaceActor in UDK?

I'm trying to make a fountain for my level in UDK. I've made the base of a fountain by using a Cylinder build and now I'm trying to put water in it. I want to use the fluidSurfaceActor but I notice ...
8
votes
2answers
949 views

How do I choose the scaling factor of a 3D game world?

I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could ...
20
votes
18answers
2k views

How can I make the “Strength” attribute more attractive to Wizard/Caster classes in a RPG game? [closed]

I have a game where, among many attributes, is Strength and Constitution. In Ultima Online, Strength was used for hit points. However, I would like to avoid this- as Hit Points are so incredibly ...
2
votes
2answers
2k views

how to design and develop game level(stages) [closed]

I need some expert opinion about game level design. I've been developing android game(2D) using LibGDX framework inspired from below sample game. LibGDX sample Drop game I've customized this game ...
0
votes
2answers
387 views

List of 2d action games with level editors [closed]

Action game level design is hard. If you want to hone your skills at designing action game levels, the problem is that first of all you have to make a good game, with good controls, interesting ...
7
votes
2answers
404 views

When should I start designing levels? [closed]

I'm working on a puzzle game. I thought of a core mechanic, implemented it, tuned it and now I have something I'm happy with. I'd really like to build a few levels before I work on stuff like UI and ...
2
votes
0answers
230 views

How do I compute the angle between a pixel on an irregular curve and a circle colliding with it?

I'm building a custom physics engine to accompany a level-editor. This image shows how the level-editor outputs levels: Now, some explanation is in order. The curve is defined by the red points. ...
1
vote
2answers
210 views

Handling creation of enemy sprites in a level

I am trying to build an RPG tile-map based game. Currently I am going to set enemy sprites that will be repeating their motion in fixed path. Suppose that I have a level map, which has got width 3 ...
2
votes
1answer
113 views

Separating data from model and successfully visualizing it

This is a bit of a design question that I'm struggling with. I have a data model and an entity model. The data model is, of course, what is (de)serialized to represent my levels and entities within ...
1
vote
1answer
430 views

Is it more efficient to store my tile grid as a dictionary or an array?

I've just started making a video game in AS3, and I'm trying to keep the graphics, sound, and actual game state in three completely different spots and sets of classes. That being the case, the ...
0
votes
2answers
1k views

How does level design work in 2D Java games with multiple levels? [closed]

I'm building a small platformer game with multiple levels, similar to old-school Mario, and I was wondering how devs created levels. This is my first game, so I'm pretty new to design & such. I've ...
2
votes
1answer
82 views

How can I show xna graphics content in a control on a form in xna?

I was able to create a form in xna using "Add Windows Form", named "Form1" then adding: Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new ...
29
votes
2answers
3k views

Random/Procedural vs. Previously Made Level Generation

What the advantages/disadvantages of using random/procedural generation vs. pre-made levels? There seems to be few that I can think of, other than the fact that items may be a problem to distribute ...
2
votes
2answers
513 views

Level Representation in a 2D Game

I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements ...
1
vote
1answer
604 views

How would I implement a level for a vertical shooter game

I've been working in my free time on a vertical shooter similar to Xenon 2 Megablast. It's a tribute of sorts to the game that destroyed a considerable part of my childhood. I've got the basic stuff ...