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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.

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0answers
25 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
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1answer
21 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 ...
2
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1answer
39 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
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1answer
66 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....
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1answer
47 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 ...
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0answers
22 views

How to freeze the FPS controller movement with script in unity?

I've been developing a game and I need to know how to freeze the Player position at certain point when player perform action by pressing a button and make only able to move the camera limited range on ...
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2answers
54 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 ...
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1answer
22 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
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1answer
64 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 ...
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0answers
15 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
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4answers
5k 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
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3answers
259 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
82 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 ...
2
votes
1answer
190 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
100 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
104 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
207 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 ...
47
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10answers
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"...
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0answers
36 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
52 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. ...
3
votes
1answer
82 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 ...
4
votes
1answer
71 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
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0answers
182 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
104 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
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1answer
97 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 ...
3
votes
1answer
88 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 ...
5
votes
3answers
297 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 ...
1
vote
3answers
85 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 ...
-1
votes
1answer
122 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
258 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 ...
17
votes
4answers
836 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
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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
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2answers
534 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
6k 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
299 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
264 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 ...
4
votes
1answer
123 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
715 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
225 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
101 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
134 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
115 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
73 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
1k 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 ...
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
128 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 ...
11
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 ...