A discrete space available to the player that forms part of a larger game world.

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0
votes
4answers
46 views

Managing data for large number of levels in Unity?

I am making a Unity game vaguely in the vein of Candy Crush Saga for a client and am moving in circles trying to decide how to manage the data for all of their levels. In brief, they want to divide ...
0
votes
1answer
77 views

Old Age: Decreasing stats/attributes as characters level up

I just had an off the cuff idea of decreasing stats (strength/speed/stamina) as players level up. After all, higher level characters should have higher level of challenge! (And it's not hard to ...
0
votes
1answer
43 views

Ideas for refactoring regarding simple state management in entities and level

I'm actually developing a very simple 3D game, Arkanoid/Breakout style, with very simple mechanics, and it's progressing while I learn the game dev domain own concepts and techniques (My background is ...
-1
votes
1answer
33 views

Levels Map terminology

I wonder if this thing exists and how is it called? What I mean is not "level editor", but a kind of cover map, where you select, which level you want to play and your character symbol moves to the ...
37
votes
9answers
9k views

Should I tell the player they have no chance of completing the level?

Suppose a player has reached a point where they have absolutely no chance of completing the current level, and must restart it and try again. Should I notify them that they will gain nothing by ...
8
votes
1answer
367 views

Chunking/caching large levels in a singleplayer game

Does it make sense to try to offload a large nonlinear level into file-based chunks, and load those on demand? We've implemented level chunking to improve rendering performance, but still all level ...
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 ...
31
votes
5answers
5k views

How can I calculate current level from total XP, when each level requires proportionally more XP?

In my game, XP needed to reach the next level is Current Level × Level Threshold. Given that, how can I get my current level from the total XP ever earned? For example: Level Threshold = 50 ...
5
votes
1answer
114 views

How to implement level transitioning for 2D Platformer (tile-based)

I'm making a 2D tile-based platformer in C++/SDL and I want the player to move to the next level when they run off the side of the level, but I'm not sure how to implement this. I have tried putting ...
0
votes
0answers
151 views

Building levels for use in LibGDX

I'm working on a 3D shooter game using LibGDX and was winding how I would go about building levels that I could import into my game easily. I'm using Blender as my modeling software and I've heard of ...
1
vote
2answers
124 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. ...
37
votes
3answers
13k views

How do audio based games such as Audiosurf and Beat Hazard work?

Note: I am not asking how to make a clone of one of these. I am asking about how they work. I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games ...
0
votes
1answer
109 views

Developing game progress screen [duplicate]

I'm developing an application for iPhone with a screen where the user will track his progress. Something like so, as seen in the Two Dots game: Currently I plan on creating this using constraints ...
0
votes
1answer
89 views

Does level streaming in games load directly from the HDD?

I wondered if the level streaming loads directly from the HDD. My first thought was if that would not be to slow, or if the chunks are just loaded into ram and asynchronously processed if appropriate ...
3
votes
1answer
169 views

Easiest way to make a 3D overworld [closed]

Using something like Blender, would it be easier and more time and space efficient to create 'tiles', and use some kind of software like Tiled to use these tiles in the various maps, or would it be ...
4
votes
4answers
218 views

Game numbers and meaning

Each game has it's own "maximum number". One question that comes into mind every time I play a(nother) game is how are these maximums determined and how do these affect gameplay? To explain, here's ...
1
vote
1answer
170 views

Component-Entity Systems Code Generation [closed]

I'm really enjoying component entity approach (I'm currently using ASH haxe, but particular language/framework doesn't really matter). However the problem is - there're way too many elementary ...
30
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 ...
0
votes
2answers
91 views

Still award achievements/badges on failing level?

I've got a simulation game where the player works through a series of missions/levels. The player also earns in-level badges as he works through. But, if the player fails a mission (and has to ...
0
votes
1answer
132 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 ...
1
vote
0answers
375 views

Level Select World Map with layers of images for score and completion

I'm working on an android game that will have a "world map" for selecting which level to play. Some examples of other games that implement what I'm trying to do are: Angry Birds, Kingdom Rush, and ...
1
vote
1answer
155 views

Level progression grid/chart [closed]

What I'd like to do is create a sheet where I can track character XP/level progression. I created this by hand: It's sloppy, but in the realm of what I'd like to generate on a computer. Each bar ...
0
votes
2answers
97 views

Level progression starting from target total XP [duplicate]

I'm sort of a newbie here, so pardon me if I don't get any of the lingo right. But I'm trying to create a level progression that charts with the "10,000 hr" rule such that, basically, each hour ...
0
votes
0answers
420 views

Big game in Flash - how to create levels structure

I'm building a game in Flash similar to the structure of Angry Birds or Cut the Rope (where there are a number of "rooms" and unique levels created within each "room"). The user gets through the game ...
0
votes
1answer
769 views

Level loading works in Unity editor, but quits when deployed

In my level selection screen, all but the first level start out locked. When I click on a level, it loads perfectly in Unity editor. However, when I build the game on a real device, the game stops as ...
0
votes
2answers
3k views

I need an enemy spawning algorithm for a 2D tower defense

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 ...
0
votes
1answer
40 views

implementing different users in XNA - XML

So I am making a simple 2D game in XNA, and I want to implement different users (players), so each person playing can have their own high score, can only play levels they've already played, can only ...
0
votes
1answer
35 views

Restarting a game be resetting an object [duplicate]

In a game I made, I want to restart the game when the players presses a button. I have an instance of a Game class, which is where most of the game happens. I though that I could simply initialize ...
0
votes
2answers
983 views

How can I make different levels in a game?

Let's say I was working on a platform game. Each level has an exit. When the player reaches the exit, the game switches to the next level. What would be the best way represent and switch to the next ...
0
votes
1answer
112 views

Sparsely distributed locked levels?

I want to include some locked levels in my puzzle app as a lightweight reward system. The levels play relatively quickly (average 1-min/level) and there are 100-200 levels in a pack. I prefer not to ...
47
votes
6answers
3k views

Why do games seemingly reload the entire level when restarting a level?

Is the data really modified that much during play? I'm assuming the longish pause between restarting a level is the entire level reloading. But it seems to me that a well implemented system should ...
1
vote
0answers
1k views

A simple RPG leveling system [closed]

I'm building an RPG game system in Java, and one part is the leveling system, with the following: max_exp: maximum experience points max_level: maximum level Given a level, find the minimum ...
7
votes
5answers
2k views

How many levels should I make?

One issue I grapple with across many of my games is trying to decide how many levels to put in my game. This is across genres and platforms. In general, constraints that may decide -- although they ...
3
votes
1answer
458 views

Keeping everything within one Activity

Overview My game is currently based on a single activity (rather than multiple activities) and I would like to keep it that way. At the moment, it goes straight into the game at level 1. I will ...
0
votes
1answer
867 views

Level/Map file creation and processing with OpenGL

How do levels/maps work in the game development world? Counter strike, which is a popular FPS that uses OpenGL as it's graphics library, has it's levels/maps created as *.bsp files. How do you create ...
1
vote
3answers
157 views

Which is better: More puzzle apps in Store or more puzzle levels in a single app [closed]

The Question: Given a freemium model (ad-supported with in-app-purchase of additional levels/hints)... are chances of overall success better with a single puzzle app with lots (but varied) ...
-1
votes
2answers
612 views

as3 game levels : frame to frame

which is easy and comfortable when programming a flash game levels. I ask this question for that because if I use frame to frame I will need to write code for each frame code area so the main class ...
3
votes
1answer
1k views

How to load data for specific level at runtime?

I'm trying to create a game with many levels loaded from XML files. In my game I have many objects in each level. At present my game contains 20 levels, and I load all the textures at once on ...
2
votes
1answer
150 views

How do I manage multiplayer login?

How is the typical login, loading the level and spawning handled? For example: Client sends "iwanttologinwithcharacterx" Server does some validity checks and instantiates characterx Server sends ...
9
votes
2answers
5k views

Level creation of Rayman Origins type game?

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 ...
0
votes
4answers
460 views

Is the city of the GTA, L.A. Noire, Assasins Creed or Saint Row games considered a level? [closed]

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 ...
1
vote
3answers
201 views

Level and Player objects - which should contain which?

I've been working on a several simple games, and I've always come to a decision point where I have to choose whether to have the Level object as an attribute of the Player class or the Player as an ...
0
votes
1answer
404 views

Problem creating levels using inherited classes/polymorphism

I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector ...
1
vote
1answer
363 views

Structuring various game states and unique levels

I have a game design 'structure' question that I'd like to throw out there. This question is about various ways of designing game 'states', and specifically a system of 'levels'. Specifically, what is ...
1
vote
2answers
272 views

How to build Arena-ish level using grid tiles?

I had an idea of procedurally generating arena-type levels in which the player would either fight hordes of enemies, or another skilled opponent. The level would be built at the very start of the ...
12
votes
4answers
5k views

2D non-tile based map editor [closed]

I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need ...
1
vote
4answers
562 views

What is the best method to use to write and handle multiple levels?

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 ...
-4
votes
1answer
285 views

Database structure for level packs, levels and level information

I have a game which shall consist of several level packs (and also be extended by additional level packs). Each level pack should contain some levels. Each level will have its own level information. ...
1
vote
1answer
1k views

Connect-three game: Increasing level-of-difficulty as play progresses

I'm writing a connect-three type game (think Chuzzle, but without all those nasty locks, and with no big chuzzles) and I'm trying to figure out how to increase the level of difficulty as play ...
1
vote
1answer
416 views

How do I generate a level randomly?

I am currently hard coding 10 different instances like the code below, but but I'd like to create many more. Instead of having the same layout for the new level, I was wondering if there is anyway to ...