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Questions tagged [levels]

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

0
votes
1answer
107 views

Creating multiple levels in Unity without duplicating scripts

I'm trying to create a falling word typing game like z-type. I have used the code provided here I want to create multiple levels in the game, and it seems like I need to make some changes in the ...
0
votes
2answers
51 views

Terminology in a hierarchy of levels

My game has a 2-tier hierarchy of levels, it is composed of 6 or more "outer levels" that consist of 8 or more "inner levels". Reaching an inner level unlocks the next inner level. Reaching the top ...
0
votes
1answer
53 views

slow/fast/slow experience system

I know this has probably been answered in various forms, I just can't seem to find exactly what I am looking for, so any help would be appreciated. I am looking for an experience ladder that 'starts' ...
0
votes
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 '...
3
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 ...
1
vote
1answer
109 views

How to release a new level without having to publish a new version

What can I do to extend the gameplay. So if I know that I will update the game with new levels and dont want to publish a new version every time I have a new level. How can I handle this. Ex: I have ...
0
votes
1answer
123 views

How can i load a level in my gameengine wich is larger than 2GB? C#

i were asking myself how could i load a large Level? My gameengine is written in C# and is rendering with Direct3D11. I just have my class called "Scenery" and the class is able to store all objects ...
7
votes
6answers
4k views

How can I speed up slow loading of big levels?

I created a level loader that loads levels saved in an XML format. This means I am using an XML parser to read the levels. It works, but slightly bigger levels take too long to load. So now I am ...
1
vote
1answer
501 views

Efficient way to load chunks of a 2d level to prevent game from loading stutters

I am building a 2D sidescroller game in Unity3D. It's tile-based. To get better performance I divided the level into chunks. I activate these chunks when the player enters 2D Triggers and deactivate ...
2
votes
0answers
230 views

What is the optimal scene size?

I'm coding a small "Binding of Isaac"-like game, with a little help from the official "Scavengers" Unity tutorial, since it's my first game. In the tutorial every level is comprised of only one room. ...
1
vote
0answers
53 views

Flexible and extendable system of level objectives (victory/failure conditions) in Unity

I'm trying to come up with a flexible system of level objectives for a Unity game. What I'd like to achieve is to have a system that on each level (scene) can accept a different set of (configurable) ...
1
vote
1answer
1k views

SceneManager.LoadScene doesn't seem to be working in Unity IDE

I'm in the start screen scene of my game and I'm trying to load the actual game. I use the following code: ...
1
vote
1answer
204 views

Importing levels at runtime

I know that the Unity editor can import/export packages which could contains Scenes (levels), but is it possible to import a Scene into a game at runtime without the Unity Editor? What I am trying to ...
3
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
0answers
63 views

Making world geometry with Ogre3d

In Ogre3d's manual and in the documentation it's said that Ogre::Mesh shouldn't be used for world geometry. Quoting the manual: Mesh objects are assumed to represent movable objects and are not ...
-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 ...
-1
votes
1answer
105 views

How should I store & read level map?

Ok, so I am trying to create a level map, but I don't know how I should store it. Should I use an array for every level? I feel like that wouldn't be very efficient though. I'm not sure what I should ...
1
vote
3answers
613 views

Load the prefab in the array by name in Unity

I'm using this line of code to select my level, and currently I have different scenes for each levels. I want to be able to reuse the same scene to change levels as well but I don't know how, here's ...
3
votes
4answers
290 views

Should I Have a Ridiculously Easy First Level? [closed]

I am making a game based on a grid and filling in certain squares with certain colors according to some rules. It is level-based, and the difficulty of a level is determined by the size of the grid ...
0
votes
1answer
73 views

Creating a 2D sidescroller with different behavior in each level

I'm creating a game with levels built from tilemaps in LibGDX. I've created the logic for the game that adds entities based on object layers, however, many levels have different behaviors. Do I need ...
1
vote
1answer
1k views

LibGDX - Managing and starting new levels

I have a Manic Miner style game where you need to collect all the items from a screen before you can advance to the next screen. I have a screen class called "PlayScreen" wich starts out by loading ...
0
votes
1answer
63 views

What to do with empty space?

On the game I am developing, I have a very small amount of left-over space on each level screen (but on no other screens.) It is a little less than 5 millimeters (~1/5in) on the left side and bottom. ...
1
vote
0answers
100 views

Level data for Mario or similar platform game [closed]

It has become a widespread to implement a Mario-clone to practise writing platform games or in order to demonstrate how a game engine works. For that reason I expected it to be easy to find level ...
1
vote
2answers
464 views

Drawing a level in SFML (C++)

So in an attempt to move out of the console environment I have set up an SFML poject in Visual Studio. I am currently trying to draw a stage from a vector within a vector (Matrix?), and the results ...
1
vote
1answer
112 views

Level/Asset design for performance Unity

I am a big fan of modular assets. Currently I am designing a 3d game for mobile and I don't know how I should create my levels to get the most out of the device. Should I... create lots of "small" (...
2
votes
3answers
2k 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 ...
1
vote
1answer
147 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
69 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
185 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 ...
135
votes
11answers
23k 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 ...
40
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 ...
33
votes
5answers
8k 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: ...
5
votes
1answer
172 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 ...
3
votes
1answer
227 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 ...
1
vote
2answers
279 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. ...
0
votes
1answer
141 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 and ...
4
votes
4answers
287 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
197 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 ...
0
votes
2answers
98 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
201 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 dirt(...
1
vote
0answers
523 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 ...
2
votes
1answer
214 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
131 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 ...
1
vote
0answers
690 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
2k 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
1answer
43 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
49 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 ...
0
votes
2answers
3k 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
2answers
177 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 ...