Skip to main content
Share Your Experience: Take the 2024 Developer Survey
99 votes
Accepted

Dungeons in a 3d space game

Level designers I've spoken with often lament how difficult it is to create interesting challenges & spaces in open areas, so you've definitely set a hard problem for yourself. That said, the ...
DMGregory's user avatar
  • 135k
42 votes
Accepted

How can I design the environments in my game to be memorable and unique?

A very simple method to add an unique look and feel to an area without spending a lot of development effort on asset creation is to use a different color palette for each area of the game. In a 2d ...
Philipp's user avatar
  • 120k
40 votes

How can I make my players interested in the game lore of my MMORPG?

Players will mentally filter out any information which doesn't seem to be relevant for reaching the objective of the game. In an MMORPG, the objective is to level up and acquire equipment. All ...
Philipp's user avatar
  • 120k
38 votes
Accepted

How to make a 'One Hit and Dead' platformer feel fair

That's the trade-off to this kind of game play design, the player is expected to die many times to learn mechanics and Boss abilities. To make those deaths palatable to the player I have a few ideas: ...
Patrick Hughes's user avatar
37 votes
Accepted

Best practice for map coordinate system

Most games place the map origin in a corner. The main reason for this is that tilemaps are often internally stored in two-dimensional arrays, and most programming languages don't allow negative array ...
Philipp's user avatar
  • 120k
36 votes

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

I'm not sure about your assertion of "most" - many games like GT, DriveClub, etc, have many point-to-point races... But there are two reasons to this: Firstly, many real-life races are lap-based on ...
HorusKol's user avatar
  • 371
30 votes
Accepted

How to make the player feel like giving up?

Minor spoilers follow for Journey and Nier Automata. Both of these games include scenes where the player is meant to feel extremely discouraged. The way they both sell this in the game mechanics is by ...
DMGregory's user avatar
  • 135k
29 votes
Accepted

Wondering if there is a more efficient way to store level data in my game?

You should have the data for your level in an external source, such as an XML, JSON, YAML, CSV, or even a .txt file. Then you write your logic to read from the file, and generate the level ...
Evorlor's user avatar
  • 5,793
26 votes

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

From a design point of view, it's advantageous for new players to learn the placement of powerups, dangers and other landmarks on the track in the first lap so they can focus more on gameplay for the ...
quaternion's user avatar
26 votes
Accepted

Making random spawn points fair?

Let the players pick their start locations themselves. At the beginning of the game, spawn all players in the center of the map, but without any means of harming the other players. They will then ...
Philipp's user avatar
  • 120k
25 votes
Accepted

How can I make my players interested in the game lore of my MMORPG?

While the other answers give you good advice how to achieve your stated goal, I'd like you to consider a different angle. Experience vs. Test of Skill Games can be put on an axis that goes from "...
Raphael Schmitz's user avatar
23 votes

How to make a 'One Hit and Dead' platformer feel fair

In addition to Patrick's answer: Time it takes to retry needs to be short, borderline instantaneous. Take Super Meat Boy as an example. Compare with Teslagrad's 4 second death animation. Time it ...
Draco18s no longer trusts SE's user avatar
21 votes

How can I design the environments in my game to be memorable and unique?

Aside from Philipp's suggestions, you can also push your environments in different conceptual directions, and maybe imply a bit of history too. Lifeless, Rocky Landscape/Caves: Dusty rocks can make ...
Foxwarrior's user avatar
20 votes

How can I make my players interested in the game lore of my MMORPG?

The simple answer is: you can't. Some players enjoy lore, reading non-stop about a fantasy adventure and weird scenarios that unfold in front of them. Other players enjoy a hard puzzle that makes ...
Tom Tsagkatos's user avatar
18 votes
Accepted

How do map designers subconsciously lead players?

I haven't played Uncharted, so I haven't analyzed Uncharted. What I know about it is mostly from YouTube. Something I can tell is that it is very linear. If there are options, they might be using ...
Theraot's user avatar
  • 27k
16 votes

How can I design the environments in my game to be memorable and unique?

The game takes place on a barren, lifeless planet that's being harvested for resources by a sprawling autonomous mining/factory complex. Every building has a background and a history that should be ...
Taladris's user avatar
  • 260
14 votes

How can I make my players interested in the game lore of my MMORPG?

Let them choose how much they see Yes, they should be able to skip any dialogue, for those who want that, but that's pretty black and white - it tends to be either skip everything or skip nothing - it'...
NotThatGuy's user avatar
13 votes
Accepted

How to calculate players engagement?

This is a very tricky concept to measure for many reasons. DMGregory suggests very common metrics in modern games. I would suggest that these metrics, again very common in the industry, do not ...
Attackfarm's user avatar
  • 2,209
13 votes

Physics-based marble race: how can you minimize the gap between first and last?

Add some destructible obstacles (e.g. balloons that get popped, glass that gets broken) that will slow down or even temporarily stop the first player to pass through it, but then is gone and won't ...
yoozer8's user avatar
  • 1,144
12 votes

Best practice for map coordinate system

In theory the location of the origin doesn't matter. All math operations you do when the map is rendered or when objects move on the map work fine regardless of where the origin actually. However in ...
Alan Wolfe's user avatar
  • 2,353
12 votes

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

What it sounds like you're currently missing is a way for the player to influence the state of the level and its patrols. If all the player can do is identify a sequence of hiding places and wait for ...
DMGregory's user avatar
  • 135k
9 votes

How can I make my players interested in the game lore of my MMORPG?

I like TomTsagks answer. But i want to add: make it obvious that there is lore to find. I really love lore, but if i'm in a dungeon i don't always expect it, so i'm not looking for it. It can get ...
Linaith's user avatar
  • 536
9 votes

How to make a 'One Hit and Dead' platformer feel fair

The best thing you can do when dealing with situations like these is to study other games that share mechanics and systems with what you intend. Given your description, the two off the top of my head ...
Lunin's user avatar
  • 1,346
8 votes

Making random spawn points fair?

Understanding the requirements All players have a limited number of adjacent foes. First off, we are talking about the spawn points of the players, not the current position of the players at ...
Theraot's user avatar
  • 27k
8 votes

Wondering if there is a more efficient way to store level data in my game?

String literals An easy way could be to use a string-literal and a function which loops over it and creates the level: ...
Falco's user avatar
  • 201
7 votes

How can I ensure procedural levels in an RTS are fair?

In some cases, it might be possible to rely on the players themselves to build balanced asymmetrical maps by using tile manipulation mechanics. At one end of the spectrum, you can allow the players ...
Pikalek's user avatar
  • 12.4k
7 votes
Accepted

How to handle levels in Unity3d

Originally, the intention of Unity was that each level of a game should be an own scene. That's why the method to switch to a different scene used to be Application.LoadLevel (nowadays, you should use ...
Philipp's user avatar
  • 120k
6 votes

Dungeons in a 3d space game

One thing you could do is place derelict space ships and space stations into the game. When large enough they can be explored with a small one-person space ship. Puzzles requiring backtracking can be ...
Philipp's user avatar
  • 120k
6 votes

Impossible rooms in 3D games

For engines without native portal features, these types of spaces are usually created using invisible teleportation volumes. The level author creates two or more exact copies of the area, with subtle ...
DMGregory's user avatar
  • 135k

Only top scored, non community-wiki answers of a minimum length are eligible