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 ...
What are some pitfalls or pieces of good advice when designing levels or maps for a (presumeably 3D but not necessarily) game?
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 ...
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 ...
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 am developing a 2D shmup (i.e. Aero Fighters) and I was wondering what are the various ways to store a level. Assuming that enemies are defined in their own xml file, how would you define when an ...
I'm trying to find useful information on creating game levels in a reasonably efficient way. Additionally, information in setting up a fairly painless way to edit this information would be handy (the ...
In my code, I just have a Level class right now in the main game loop that just blits a background and spawns some enemies for testing purposes...But I can't figure out how to go about implementing ...
I'm not really a graphics programmer, but I used to toy around with Truevision3D 6.5 a few years ago. It wasn't too bad, but TV3D was just going nowhere so my foray into 3d game dev ended there. I ...
What are good free and widely used tools for editing 2D sprite-based game levels? I'm looking for one that allows exporting data to a custom format. One that I know of is Blender — a 3D tool, ...
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 ...
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 ...