Questions tagged [levels]

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

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60
votes
19answers
17k views

Level Design Tips [closed]

What are some pitfalls or pieces of good advice when designing levels or maps for a (presumeably 3D but not necessarily) game?
14
votes
4answers
5k views

2D non-tile based map editor [closed]

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 ...
137
votes
11answers
27k 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 ...
31
votes
2answers
8k views

Random/Procedural vs. Previously Made Level Generation

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 ...
11
votes
2answers
7k views

Level creation of Rayman Origins type game?

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 ...
9
votes
5answers
8k views

How many levels should I make?

One issue I grapple with across many of my games is trying to decide how many levels to put in my game. This is across genres and platforms. In general, constraints that may decide -- although they ...
6
votes
3answers
2k views

Storing, loading and editing a level

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 ...
5
votes
2answers
908 views

Engine with Terrain and Indoor Areas (BSP-like)

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 ...
1
vote
1answer
586 views

Structuring various game states and unique levels

I have a game design 'structure' question that I'd like to throw out there. This question is about various ways of designing game 'states', and specifically a system of 'levels'. Specifically, what is ...
1
vote
1answer
2k views

Connect-three game: Increasing level-of-difficulty as play progresses

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 ...
8
votes
1answer
478 views

Chunking/caching large levels in a singleplayer game

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 ...
5
votes
1answer
234 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 ...
5
votes
2answers
295 views

Switching between levels, re-initialize existing structure or create new one?

This is something I've been wondering for quite a while. When building games that exist out of multiple levels (platformers, shmups etc) what is the prefered method to switch between the levels? Let'...
3
votes
3answers
3k 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 ...
0
votes
1answer
583 views

Problem creating levels using inherited classes/polymorphism

I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector that'...
0
votes
2answers
240 views

How to render a large, seamless platforming world without scene transitions?

In the game Limbo for example, the whole 2-3 hours of gameplay takes place in one continuous world. The player navigates from one area to another seamlessly, with no obvious loading or transitions. It ...
0
votes
1answer
153 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 ...