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 ...
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 ...
I'm trying to figure out whether or not the worlds in which these games take place are levels or not, for the sake of level design. I consider the world to be one big level and all the missions and ...
I have a level class that does all of the updating and drawing and everything pertaining to the level. My question is, what would be the best approach to creating different levels? Should I just ...
Does anyone know the technique they used to create their levels (using rayman origin as an example)? I'm strictly speaking of the floors and walls. Doesn't look like tiled based. What is the workflow ...
I need an enemies spawning algorithm for a 2D tower defense game. I have 4 maps, each has 4 stages and each stage has 40 rounds. I need to create an algorithm which will instantiate waves, increase ...
I am designing a puzzle game for the iphone and was wondering as most puzzle games consist of the player progressing through multiple levels. You see for example Angry Birds has over 100 levels. Once ...
What are some pitfalls or pieces of good advice when designing levels or maps for a (presumeably 3D but not necessarily) game?