Questions tagged [level-design]
The creation and layout of the individual rooms/stages/sections in which the game takes place in.
237
questions
15
votes
3
answers
5k
views
How to make the player feel like giving up?
I am planning a game that has a level that is a confusing and illogical maze, and I want to make the player feel like giving up, but not so intense that they want to quit the game. Also, I'm probably ...
0
votes
0
answers
45
views
Workflow for editing a 2D tiled level with some layers that are whole images?
Context
I'm making a 2.5D game from scratch using C/C++.
Issue/question:
I specifically want a way to edit my levels that lets me enter an image for each layer of the level, like hoodcraft.py in ...
4
votes
1
answer
132
views
What are good ways to make modular corridors and interiors of buildings?
I would like to make modular corridors and some other objects in my level, to make it easier to construct them.
Do I separate walls, floor, and ceiling or make a tube module?
How to avoid seams ...
0
votes
0
answers
65
views
Dolphin Error when playing custom NSMBW levels
I've been making custom NSMBW levels in Reggie! but whenever I try to play them, Dolphin gives three errors:
Invalid read from 0x0000000d, PC = 0x8008e3fc
Invalid read from 0x0000000d, PC = ...
0
votes
1
answer
61
views
How can enemies detect a player at the same platform level
Problem
There's a platformer level where I want the enemy (red) to detect the player (green) within a given range. I have this currently working using an overlap circle check (dotted red circle). ...
0
votes
0
answers
30
views
Aeterna Noctis level building/assets, How do they do it for the walkable layer?
I have been following a game called Aeterna Noctis: https://www.youtube.com/watch?v=ZdCSCvSuZ6k
This game has been made in unity and I'm really curious about how did they create the walkable layer ...
1
vote
0
answers
52
views
Caves for Unreal Engine - convenient workflow
I'm doing a caves for my terrain. I have 2 solution, but none are good enough
Caves are just a simple shapes - later I'm going to improve
The problem is - to merge a landscape and a caves
Solution I ...
10
votes
2
answers
4k
views
Wondering if there is a more efficient way to store level data in my game?
I am trying to remake Super Mario Bros. in JavaScript and I am trying to figure out if there is a more efficient way to create and store the level data. I have created 1-1 and here's what the code ...
3
votes
2
answers
296
views
Tricks to make the map feel bigger than it actually is
I am planning out a fantasy rpg. Based on its story and mechanics, it will span over multiple countries and continents. However, even at the highest possible funding and management, I may not be able ...
2
votes
3
answers
267
views
Should purchasing the game immediately unlock all levels?
I am planning to release my first game as an in-app purchase.
When the user buys the game, they own the entire game. If they can't skip a stage because of its difficulty, they can't unlock the next ...
2
votes
1
answer
184
views
Where should the origin be on modular level pieces?
I really like the idea of modelling pieces of a 3D environment as parts of a modular set and then sticking them together. I would make pieces of wall that were, for arguments sake, 3x3m and then ...
17
votes
1
answer
3k
views
How do map designers subconsciously lead players?
Playing a game like Uncharted I’m struck by the illusion of an open world that it feels like I’m making my own choices to walk through, but I always stumble on the next plot point or encounter, so ...
0
votes
0
answers
88
views
How to build level in Blender using assets from Unity?
There are already models for level creation that are used to create different levels. I want to use them to create a new level and I want to assemble the level in Blender.
But if I just import the ...
0
votes
0
answers
95
views
How to balance coin system for Idle Runner?
I have a classic mobile runner with left/right swipe controls, where each level player can collect different amounts of coins. (For example on level 1 coin amount is 100, on level 5 amount is 70 and ...
1
vote
1
answer
224
views
Text Only Dungeon Crawler game. Hardcoding Maps vs Generating Map Data externally?
I am trying to make a text-only dungeon crawler game.
The general structure for the game is in place (ie. a 'Level' is a 16x16 grid of 'Rooms').
...
1
vote
1
answer
269
views
How big can/should wall colliders be?
Following my previous question, I now have my wall collider building tool and built many of them:
Bird-view, about 17 walls selected, on the right, one is selected:
Here, wall and barriers form a ...
1
vote
3
answers
1k
views
Any way to guarantee the order of objects returned by FindObjectsOfType?
I wanted to create my spawn points for NPC's and also the player inside my 3D modelling software. So when I import each level, it has its own set of spawn points already built in.
This seems to work ...
4
votes
4
answers
1k
views
Physics-based marble race: how can you minimize the gap between first and last?
I'm building a 2D sideview marble game, where they race down the track via gravity. The problem is that once one gets ahead of the others, it usually wins.
In racing games, they can address this by ...
0
votes
1
answer
684
views
How to create 2D platformer maps without a game engine's editor?
I've been developing a 2D shooting platform videogame for the Sony PSP console using only the ONELua interpreter for the Lua programing language (since there is not any game engine for it). Despite ...
1
vote
2
answers
144
views
How can we generate 3D architecture in a racing game's background procedurally with respect/similar to the real world?
In the last few days, I jumped into searching is there a conventional/convenient way to build 3D architecture quickly, most likely by some accessory software like CityEngine, BIGEMAP, or google maps' ...
1
vote
0
answers
545
views
Shot em up! Vertical or Horizontal "side scrolling"?
Question it’s about "Shot em up" style game (For example: Tyrian) also known as Top-Down shooters.
These games in the past mostly exist as top down concept, it means player object can move ...
0
votes
0
answers
35
views
What do game designers do for the game? [duplicate]
One day I asked me: "How do game designers work?". I knew what the "main mission" of their work, but I didn't know: "How to do it?" and "What do they need to write?"
I want to know full "list" of ...
0
votes
1
answer
50
views
Creating a 3d level from real world room
I'm doing a project simulating autonomous drone flights inside buildings and I was asked to provide a level which is modeled after one of the floors in our faculty building.
I was given a pdf which ...
1
vote
1
answer
540
views
In Hammer 3.4 where do I find the 'null' texure?
I'm using Valve's Hammer Editor v3.4 to make maps for Counter-Strike 1.6. I want to learn to use the 'null' texture to optimize my map by not drawing surfaces the player won't see, but when I search ...
0
votes
0
answers
18
views
What is the rule with number of levels? [duplicate]
I have been making my first game, I have a number of levels I was thinking of making, around 20-30 but I'm not sure if this is too many. Is there a hard and fast rule for number of levels to include ...
1
vote
1
answer
109
views
How do I initialise levels sequentially?
I have been learning opengl and I have made good progress over past few months. However I still struggle to understand game logic in C++, I am new to C++ too.
Say I have this program.
...
0
votes
0
answers
81
views
Unity3D : Creating & Sharing light-baked levels without updating the game
I want to give myself freedom to add more levels after releasing the game. For creating levels I broke down structure and created a tilemap like a structure. here's an example :
I will add them up ...
30
votes
6
answers
8k
views
How can I design the environments in my game to be memorable and unique?
I've always been a fan of the Metroid series, and more generally nowadays, the metroidvania genre. One thing that I've loved, and most others have praised highly, are the unique and diverse ...
0
votes
0
answers
34
views
Interactive map designer
I've made a simple game in pygame/pymunk. Currently my maps consists of lists with functions, e.g
ground_segments = [ground(position, size, shape...), ...]
I ...
0
votes
0
answers
57
views
How to update and render an 2D endless runner that goes bothways
I want to make an 2D endless runner, that also allows player to go backwards.
So I have to create random world as the map goes, also keep the old map in case player goes back. I ask about how to ...
0
votes
1
answer
84
views
How to start building the racing levels in unity? [closed]
I had an idea of making more fun less redundantly designed level for a racing game, i have core mechanics and ui of the game sorted out but i m confused where to begin with the levels and how do i ...
0
votes
1
answer
762
views
Texture2D GetPixels - Finding pixels that are not transparent. Problem as finding more than expected
I am trying to make a level design system where I use a low resolution png file with certain pixels filled. My code will turn this location of the pixel in the image into placement of platforms in my ...
3
votes
2
answers
615
views
How can I easily create/edit a level for a scrolling shooter game?
I've been asking this question over the years many a time, but I still haven't found an answer when i search for one. Now I have slightly more knowledge of how programming is done and want to start ...
0
votes
1
answer
470
views
How to compute the moves amount in a match-3 game?
I have a match-3 mobile game, similar to these popular games in the store.
Mechanics are different, but the gameplay stays the same:
NxN board
X moves
Y objectives to complete to win
tons of ...
0
votes
1
answer
275
views
Is it possible to customize the Scriptableobject inspector for Simple level data, without the use of PropertyDrawers?
I've invented an innovative, new game mechanic for Bricker Breaker Quest and want to create a quick prototype to recruit a game development team. After wasting a week researching the best way to ...
3
votes
1
answer
343
views
Level design - modular vs single project
I'm working in Blender and UE4 for a while now...
I always have the dillema of how to create my levels. My two ideas are:
a) modular - like lego blocks. Create a wall, a floor, wall with hole for a ...
1
vote
1
answer
111
views
What is the purpose of multi-staged levels in mobile games?
In most recent mobile games like Grass Cut, FireBalls 3D, Twist Hit! or Snow Drift! I see the same level structure where you need to finish 3-4 mini-levels / stages in order to really finish the level....
1
vote
1
answer
135
views
What are some alternative options for saving level data for a game like Hurtworld?
For a multiplayer building/crafting game like Hurtworld (where the player can build structures on the map), what are some alternative options or example data structures for saving the world data on ...
0
votes
2
answers
2k
views
Why Some objects or prefabs don't respond to mesh collider?
I imported some assets and, I used some prefabs from that assets. Some of them responds when I add the component of mesh collider to it and disable the ability of going through with it. But some of ...
0
votes
2
answers
885
views
How To Deselect (Unfocus) All gameObjects in a Unity Scene View?
When I'm done with moving and rotating gameObjects in a Unity scene, I want to deselect everything to not accidentally change it. How?
In some applications ESC key does the trick, in others 'D' (...
1
vote
1
answer
105
views
What are some gameplay cases where knowing the Z as a result of the raycasting is useful in a 2D setting?
The context is an 3D engine with a 2.5D level format. Like a roller coaster tycoon level, with some other level features added, and layers removed. For example the tile functions have the following ...
0
votes
0
answers
20
views
Workflow or 'Shading Mode' for Aligning gameObject in a Scene?
I'm aligning and placing gameObjects in a Unity scene. I have difficulty seeing the vertices and objects because the scene supposed to be dark (my workaround is to increase ambient lighting ...
16
votes
4
answers
6k
views
How to make a 'One Hit and Dead' platformer feel fair
I am currently making a run 'n gun platformer, in which the player dies instantly when they get hit. I'm curious how to make this feel fair. I'm aware of putting checkpoints frequently enough, ...
0
votes
3
answers
469
views
How to build a better game save?
I am making a roguelike card game like dream quest, and I want to improve my dungeon/level save method.
Here's what my levels look like:
I checked dream quest saves but I don't like their method ...
2
votes
1
answer
199
views
Level design / lore writing - how to compel player to go through all locations in a star-shaped level
I am trying to design a map for souls-like game and stumbled upon such problem:
According to the lore i have a self-contained city that is supposed to be built with convenience in mind.
I am ...
1
vote
1
answer
825
views
Recreating Common "Glowing Pillar" Effect in UE4
I've noticed a common "glowing pillar beacon" effect in a few games lately (Overwatch, Fortnite, etc). The effect provides a translucent glowing beam pointing upwards that tapers off towards the top ...
1
vote
1
answer
160
views
3D Perspective issues
My team is currently developing a 3D Sidescroller game and we encountered some issues regarding the whole in-game perspective of the levels.
The levels are composed of 3D modeled corridors which are ...
6
votes
1
answer
1k
views
How to handle levels in Unity3d
I’m making a top-down 2d game in Unity3D for Android-based smartphones. Currently I have two scenes - a preloader and the game itself with all the stuff I need packed into one scene file. Also there ...
4
votes
3
answers
334
views
How to test if a level is passable?
I am making an classic 2D arcade ball game. There will be 100 levels in this game. And after the 80th level passing the level by doing some arcade stuff will be very difficult.
For example level 100 ...
45
votes
10
answers
11k
views
How can I make my players interested in the game lore of my MMORPG?
In WoW (World of Warcraft), players skip all quest descriptions, and mindlessly spam "auto attack button", ignore the environment, lore, NPCs as they never existed. I.e., they enter a brain dead "mode"...