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

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4
votes
1answer
177 views

How can i convert non-canvas mesh collider object as canvas mesh collider object

I am new to unity i created a character object in Maya and stored it as char.obj, then i import the object in unity. the char1 object is not colliding with any other unity objects like cube, plane, ...
3
votes
2answers
243 views

How to organize level blocks in an Infinite runner

I'm working on an Infinite Runner game. I have created many level blocks(sections) with different obstacles and pick-ups for the player. They are positioned and placed manually, in such a way, to give ...
10
votes
4answers
2k views

How can I ensure procedural levels in an RTS are fair?

I've seen that symmetry and coherance is important in RTS level design, but I'm lazy and want to do procedurally generated levels. How can I ensure I generate a fair playing field when procedurally ...
1
vote
3answers
670 views

Quality Current Free UDK Tutorials? [closed]

I'm just getting started with the UDK, with experience in Unity, and would like a good tutorial series about getting to know my way around the basics of level design and a touch on programming. I have ...
0
votes
2answers
72 views

(unity 2D) How to design valid playable levels?

I'm prototyping a 2D platofrm game with simple jump to tap mechanics. Here, the ball is constantly moving forward with a fixed velocity, and jumps when a key is pressed. For reference, image below : ...
21
votes
6answers
6k views

What are some techniques for designing fun, challenging Mario-style platformer levels?

I have everything I need to make a Mario type game. I just have no idea how to design the levels to make it challenging or fun. Any tips? The only way to kill enemies is by jumping on them, so I ...
2
votes
2answers
257 views

Obstacle spawn constraints in Jetpack Joyride

Jetpack Joyride: https://www.youtube.com/watch?v=3KENMuzsras tl;dr What's the best way to add constraints to obstacle spawning (algorithms) or how to design obstacle spawning to allow constraints? ...
35
votes
4answers
14k views

Why don't we use octogonal maps instead of hexagonal maps?

I understand the advantage of hexagonal tiles over square ones. But why aren't octagons used instead? I would think they would provide better, more natural movement in eight directions. I was ...
119
votes
10answers
16k views

How can I create borders in an open-world game that don't feel artificial?

When creating open-world maps, a big issue to take into consideration is how "borders" of sorts are implemented. Obviously, in an open-world game, there shouldn't be invisible-wall borders, as it ...
3
votes
4answers
502 views

Is there ever a time when creating a level/world editor with your game is a bad idea? [closed]

I have created a few smaller games on my own in the past. My approach has always been to create a completed editor where it has all the functionality needed to save a level file and load it into the ...
6
votes
1answer
126 views

What are some standard stair dimensions for good level navigation?

I am trying to establish some scale standards for a level. I have been following this guide: http://www.worldofleveldesign.com/categories/ue4/ue4-guide-to-scale-dimensions.php So far I have walls ...
3
votes
1answer
316 views

Level design for puzzle game with a single mechanic

I'm developing a simple puzzle game where gameplay has a single mechanic where there is a limited amount of variation. I'm struggling to design levels that keep the game challenging/fun. I've added a ...
5
votes
2answers
154 views

How irregularly shaped rooms should be placed in a dungeon

I have made a procedurally generated dungeon that places every room successfully so it is accessible via at least one other room. A 'successfully' placed room is a room who's wall cells are right net ...
1
vote
2answers
78 views

Unity2D - Save everything in a scene before loading another and come back to it?

So I have am into this endless runner thing where everything is generated randomly from prefabs. Okay cool! But I am currently working on a bonus collectible which takes the player to another scene. ...
2
votes
1answer
218 views

Why are dungeons so often created subtractively rather than additively?

I'm having difficult deciding on how to procedurally generate a dungeon floor. The way I've been doing it so far is like so: Populate list of Rooms with random height and width. Place first room in ...
1
vote
1answer
883 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 ...
2
votes
1answer
68 views

Assigning Objects when duplicated in the editor?

I'm wondering if there is a way to have an Object when duplicated in the editor assign a GameObject variable to the newly duplicated version of itself. Is there an option in Unity or do I have to code ...
0
votes
2answers
2k 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
2answers
139 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 ...
-3
votes
1answer
83 views

How can I edit a game level using jmonkeyengine?

I liked the quake level that comes with jME3. But if I want to edit that level, make it bigger or so, what editor or programming can I use to edit the level? If I open the zip file it's a bunch of ...
6
votes
3answers
2k views

What is the best way to render a 2d game map?

I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/...
1
vote
0answers
125 views

Should I bake all textures to a texture atlas in a game level?

I'm writing my own game engine using Java/OpenGL. I'm creating levels in Blender 3D and exporting them in a custom file format. I'm not going to be auto-generating any terrain - everything is going ...
1
vote
0answers
43 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
454 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
26 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 ...
0
votes
1answer
616 views

Level Modeling Workflows in Maya for Unity

I'm wondering what the standard workflow for modeling static levels for Unity (or for that matter, other High-Level engines) is? My somewhat limited knowledge tells me that the best process is ...
35
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 ...
-1
votes
2answers
63 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
27 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 ...
11
votes
2answers
4k 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: http://www.angryfishstudios.com/...
0
votes
1answer
136 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 ...
1
vote
2answers
130 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. ...
2
votes
1answer
154 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
742 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
214 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 ...
1
vote
1answer
507 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 ...
2
votes
0answers
257 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. ...
4
votes
4answers
6k views

Open source level editor for HTML5 platform game? [closed]

A natty GUI editor is very helpful to create level map. I want to use some open-source choices rather than build my own from scratch. I found Tiled Map Editor but it doesn't work for what I want. ...
3
votes
2answers
581 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 ...
4
votes
4answers
512 views

How to do an infinite torus topology battlefield for over-the-shoulder perspective

I'm currently prototyping a simple two-player adversarial game, where the players are able to move around and shoot at each other with cannons. I would like the playing area to feel essentially ...
29
votes
2answers
4k 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 ...
27
votes
6answers
9k views

What 3D level development tools are available to indie developers? [closed]

People who build in Unity or UDK have immediate access to a 3D level editor. People who build their games in XNA or from scratch have no such thing. I'm looking for 3D level development tools ...
2
votes
1answer
164 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 ...
8
votes
2answers
1k views

Random generation of interesting puzzle levels?

I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to ...
0
votes
1answer
245 views

Need ideas on how to give my levels structure [closed]

I am making an iOS game for a project at school. It is going to be a tiny bit like Fruit Ninja, as in it will have different things on the screen, and when you hit them, they die, and you get points. ...
0
votes
2answers
120 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 player'...
3
votes
2answers
243 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
271 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
284 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 ...
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 ...