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Levels, how do you get ideas for it

N

Nexusrex

Guest
Hello.
So, I'm working on a small jump-n-shoot platformer (Maybe some did hear/see/play it. Haha.).
Anyway, I'm kinda idealess to make levels (5 levels for 5 zones: a volcano, underwater, storm, secret lab).

So..How do you get ideas for levels in your (platformer) game? Like, do you make a small level designing game, give it to people, put em in another testing exe/zip, let people choose the level? (Kinda made that once, in the training level in my game, came out with 3 levels, give it to some people and made a vote.) Or you play some games (from the same genre)..etc

I will be thankful if you've got a bunch of games to try, level ideas, level design articles.

Thanks in advance :D
 

RangerX

Member
Creating level is similar in a way to writing a book. You might have a good story to tell, but there is a technique to learn not only about creating stories, knowing HOW to tell a story good but there's alot a technique to writing a book.
The same is true with level design. You might have a really nice game idea. You might have awesome game mechanics but there's a technique to make good levels, creating a rythm, difficulty progression, giving a sense of fun and accomplishment.

What I suggest as a method to design a level, start by listing what your character can do and when. Then create very small sequences of gameplay exploiting all the different possibilities those character's abilities are giving you.
When you have an idea of all the different "gameplay possibilities" select the most interesting ones and create a level with them. You can also group your sequences by how difficult they are, this can tell when using a sequence instead of another one.

You will realise that a platformer or a jump and shoot platformer level is in fact just a series of sequences, carefully placed in succession and in a particular order so it create a rythm and feeling of progression that ends up being fun for the player.
I also suggest you create MANY more levels than the number you planned for your game. Because you will have the leisure to cherry pick the best ones.
 

Yal

🐧 *penguin noises*
GMC Elder
I usually try to come up with a different idea for each level so that two sequential levels never feel samey - mixing up horizontal and vertical levels, for instance, and puzzly slow levels versus exploration-based or boss rush levels. If each level explores variations of a single challenge, it becomes more memorable, and it also becomes easier to make IMO. I think SMB3 is one of the best games ever in terms of level design, with each level being short - so that you always felt like you were making progress - but unique and memorable. Several enemies and objects only show up in one or two levels, too.
 
Z

zircher

Guest
Depending on the story (for example, the endless grind with possible story bits added every now and then), procedurally generated levels might be a viable thing to look into as well.
 

pixeltroid

Member
Anyway, I'm kinda idealess to make levels (5 levels for 5 zones: a volcano, underwater, storm, secret lab).

So..How do you get ideas for levels in your (platformer) game

Very basically, I start off by placing entrance/exit doors on opposite ends of the room and then create the route the player has to take to get to them, which I think is the fun part.

I then play around with:
a. Object placement (barriers, portals, doors)
b. Tasks player must perform (to opens doors, collect keys etc.)
b. Enemy types (flyers, turrets, chasers, swarms etc)

Heres an example level from my project:

pixeltroidlevelexample.jpg

In the above example, player starts off in the blue rectangle area and needs to make it to the exit, which is in the yellow rectangle. But along the way, he needs to complete a task in the green rectangle, but that area is blocked by a door, which can only be opened with a key guarded by a miniboss in the red rectangle. I have also thrown in 2 dead ends that may reward player with ammo or health). So there are numerous paths a player can take before he exits the level. Then, in the next room, I could skip the tasks and just focus on collecting ammo and fighting enemies. This way I can mix and match things and create a variety of levels for each zone.

Also, my level layout is also designed to accommodate the various kinds of enemies I've made. For example, the ones that fly around are in more spacious areas and the smaller ones that attack in groups are generally in narrower areas, but they can also accompany the bigger enemies. Then I have turret types that block the path that forces player to engage with them. So my level layout will also depend on what monsters I choose to have or introduce in each level.

So I guess once you have a system in place, you could mix and match things to create different levels for a volcano or secret lab or whatever.
 
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Yal

🐧 *penguin noises*
GMC Elder
That's also a good point - ideally, you should have as many theme-independent level design elements as possible, so you can change a level from a forest theme to a casino theme or lava theme if you need to without it looking too weird. It's a good way to recycle a level you ended up not using, and it also allows you to use the theme-independent elements in more levels, so you've got more options.

You still should have the occasional theme-only hazard/objects IMO, though, to make themes feel less like a repalette and more like actual different areas. For instance, lava hazards and flamethrowers in lava levels. Having unique stage elements you don't see all the time adds to the variety and keeps the player interested, and it can also introduce interesting dynamics when you start combining unique hazards with recurring elements in new ways.
 
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