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Questions tagged [level-design]

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

0
votes
3answers
210 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
1answer
70 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
0answers
93 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
1answer
95 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 ...
3
votes
1answer
90 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 ...
3
votes
3answers
191 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 ...
42
votes
10answers
10k 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"...
0
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0answers
32 views

How are really big maps made? [duplicate]

I'm interested in how huge games like The Witcher 3 and Skyrim create and save the open worlds. In my own game I used a system where I stored the map data in a file seperated by commas. For example '...
0
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0answers
42 views

How to generate a dozen biomes

Currently I have Ocean, Desert, Grassland, Mountain, and Snow biomes. These are generated in subtractive layers of noise that prioritizes Low->Mid->High areas using multiple noises around 8km across. ...
0
votes
0answers
208 views

How to design a wrapping world map in Unity

I am trying to design a level in Unity constructed from a number of tiles in a grid, that will wrap around in both directions as you move. My plan was to have trigger collision boxes on each side of ...
3
votes
1answer
72 views

How can I handle a transition into building interiors?

I am trying some stuff on Unreal Engine to make something approching games like Commandos series. But for now, I'm stuck with something I can't figure how it is done : How are building interior ...
3
votes
1answer
67 views

Building Levels… Any tips for nice 'level enclosure'? To avoid having to make un-used parts of a level map

Hi everyone I have made myself a little SWAT action FPS style game. I have the basis of the code very well set up (by my standards!) and can easily add enemies where I want that all act differently by ...
2
votes
0answers
116 views

Art Guide Theory: Lighting an Game Environment (Objectives, approach/workflow and mood) in PBR

What's the theory behind the Lighting an Game Environment in a Physically Based Renderer? As far my research, lighting an scene is done with different Rules and Different Ways of Lighting an Scene ...
0
votes
1answer
101 views

What is the difference between Character Modeling and Level Design?

I'm thinking of either focusing on character modeling or level design, but I'm not sure what the differences are. Do companies consider them as separate jobs because I don't know that either. My ...
0
votes
1answer
85 views

How can I generate random levels like in “Square it!” game?

In this game, you have a 2d field with some free squares and two colored squares which you can move but only together (they'll move only if the spot is still "free"). And you have to fill whole free ...
0
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0answers
86 views

terrain height map is too large to work on

I am creating a city from an actual city's height map, available from Terrain.party. I am getting the whole city in 4 map segments. Now, it's getting pretty inaccessible to carry out further works on ...
3
votes
1answer
75 views

Mix of Procedural and Manual level design / creation in UE4

I'm trying to design a maze using a mix of procedural and manual generation. I have the maze already generated and would like to place other objects in the maze manually in the editor. The issue is ...
4
votes
3answers
285 views

What Game mechanic can I implement to give players incentive to finish a race?

I am essentially making deathrace the game. How do I give players incentive to finish or participate in the race instead of strictly deathmatching on the race track. Edit More Detail: General Race ...
0
votes
0answers
21 views

Being Influenced By A Level Design's Color Scheme And Architecture Without Copying It Exactly? [duplicate]

I don't exactly make level art yet, but I practice with smaller elements to get the feel of how larger maps work. I am mainly a hobbyist 3d interior concept designer. I design elements that can be ...
1
vote
3answers
84 views

How to calculate a moving bonus limit

I'm trying to set a realistic limit on the number of bonus objects that randomly show up during a wave of enemies in my game. With each new wave I increase the number of enemies. During each wave I ...
0
votes
0answers
81 views

Algorithms on Random Level Generation with Predefined Objects and Constraints

Let's say I'm developing a game where a city is generated and buildings are placed in a random manner. Methods to generate the roads are easy to find, it is akin to creating a maze but I can't think ...
0
votes
0answers
96 views

How can I calculate the difficulty level in my Tower Defense game?

I'm an indie game developer, I'm working on a tower defense game (the monsters have to attack the tower, while the player should defend himself with the correct equipment in the level). Here is what ...
-1
votes
1answer
92 views

Height Maps for story driven terrain

We are developing an indie story driven adventure game and our writer is writing specific geography into her story. Is there any information on how to create height maps for specific geography? I have ...
3
votes
2answers
231 views

Eliminate isolated cave in procedural cave generation

I've got an algorithm that generates a cave procedurally, the map is modeled in the data as a 2d array of 0s (empty space) and 1s (wall). The algorithm works just fine, but I've got quite some ...
16
votes
4answers
653 views

How do I build interesting mechanics-driven puzzles for my stealth game?

I'm currently working on a turn-by-turn puzzle stealth game (as a student group project), inspired by Tiny Heist. The basic mechanic is that every time the player moves a square / does a thing, every ...
12
votes
3answers
3k views

How to calculate players engagement?

What metrics could be used to know what certain people think about the game and how much they liked it? I would prefer parameters that don't need players to rate by themselves. Would hours of playing ...
0
votes
2answers
431 views

Still having problems using Json data in Unity

I have the following classes and json file, i thought id followed the documentation exactly but I am clearly wrong. Can anyone see why I get an error just saying : INVALID VALUE in my unity console: ...
1
vote
1answer
5k views

How to create JSON file in notepad that will hold my positional vector3 data for one type of object

I'm trying to get my head around using JSON files to store level data . Specifically in this example is to make my walls. (its a top-down game like pacman). Each wall prefab is a 1x1x1 cube. I just ...
2
votes
1answer
282 views

What algorithm should I use to laid out pre-made rooms into a level?

I want to have a semi-procedural level, where rooms are pre-made but the way they're connected are proc-gen. The connections need to really exist - you can walk between rooms in hallways - not just ...
1
vote
1answer
194 views

Apply a grain effect to all the elements of a level

I'm currently experimenting a little bit on level design. Let's say that I've a room composed of walls and a floor tiles. I'd like to apply to all these elements a sort of "grain" effect, similar to ...
21
votes
9answers
5k views

Making random spawn points fair?

If all players are spawned at random positions the same distance from adjacent players, the number of players will be proportional to the likelihood of their spawn positions being unfair. The closer ...
0
votes
0answers
183 views

Upgraded to Unity 2017.1.0f3 and Now Scenes Are Not Loading Properly?

I just purchased Unity Plus and it automatically upgraded me to version 2017.1.0f3. It is great so far except for one thing... It seems like the SceneManager is screwing up now! Sometimes it does not ...
4
votes
1answer
122 views

Best way to let the player know there are multiple solutions to a problem?(and force them to play again)

I am going to work on a map for my game that is in first person mode. This is the story(planned). He is on a sinking ship and he wants to escape before the ship sinks. He has a few ways of doing so, ...
1
vote
2answers
571 views

Should the level design be in Unity scenes (GameObjects) or in 3D programs (mesh) [closed]

I am wondering what is the most common and best way to design a game in Unity from the point of view of best practice and performance and the most easily maintainable? Is it really performant to ...
0
votes
1answer
189 views

Can you achieve a non-square look with tiles or a similar technique?

Just to explain the kind of look that is refered to in the question, it is apparent in the game Toejam and Earl 2. Not asking how this was made but would like to know how you could efficiently blit a ...
-1
votes
2answers
95 views

Different Activities for every level?

So I've got a simple game with different levels. For the most part the levels use the same code, with only slightly different things. Do i have to make a new Activity for every level? The app will ...
4
votes
1answer
125 views

Could stealth and chase mechanics suit well for an exploration / branching paths game? [closed]

Our game focuses on exploring a city searching for clues and learning new skills to reach new locations to find something very valuable to the protagonist. The game design is based on two ideas: ...
0
votes
2answers
108 views

What are some basic zoning guidelines for designing game cities?

I am planning out a fictional game city. Based on the gameplay and story I have decided on several locations which will need to exist. I'm wondering though to what extent I need to take zoning into ...
21
votes
3answers
3k views

Best practice for map coordinate system

Are there any conventions and/or best known methods around coordinate systems in game maps? Is the origin usually positioned in the center of the map? Or does it live in a corner and the map is built ...
50
votes
10answers
8k views

Dungeons in a 3d space game

I'm in the process of creating a prototype for a 3d space game (3rd person). My question is this: How can a 3d space game have Zelda-like (or similar) dungeons in open space? Problems: Space has no ...
-4
votes
1answer
71 views

Tiling Challenge [closed]

I have a problem and I hope I am in good hands. I recently started using Gamemaker Studio and I intend to create a 2d game where a room can be tiled seamlessly from the wall to the floor with wall ...
3
votes
2answers
850 views

Impossible rooms in 3D games

recently I was playing The Stanley Parable, and noticed that there are several impossible spaces in the game - in this example, a pair of pillars in the middle of the room, which from each side appear ...
0
votes
0answers
80 views

How should map data be organized

Assuming I have an array of models, textures a lot of state variables (XP, HP, positions, gold etc.). I wish to store those in a file which I can load later on, the game is a GLFW project, what is ...
8
votes
4answers
8k views

Why do most racing games have tracks that are closed loops? [closed]

In most racing games (Mario Kart, Sega Rally, F-Zero, etc.), racers typically make some number of laps in a closed circuit. The most notable exceptions that come to mind are all arcade games, or ...
1
vote
1answer
114 views

Should I load scenes from files, or hard code them?

In a game engine I'm working on, I'm using scenes similar to what you would find in Unity. The entities, in my game, are composed of reusable components and custom data which is linked to those ...
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 ...
0
votes
2answers
378 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 : ...
133
votes
11answers
22k 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 ...
4
votes
2answers
1k 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 ...
5
votes
1answer
2k 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 ...