Skip to main content

What does a good game consist of? (part 14)

Basics of level design

What is difference between "overall" game design and level design? In my opinion a good game designer should be well-skilled in basics of level design and vice-versa.

What should a "in-general" game designer know then about level design? First of all, how to use a 3d modeler, 3D paint, the game engine if one exists.

What about the other way around: what should a level designer know about game mechanism design? A level designer in a RPG(role-playing game) should be very well-informed of the story and quests.

Furthermore, a level designer should understand how to make levels which encourage replayability.
What kind of levels would encourage it?
-the hardest form would be non-linear quests, which we already described
-an easier form would be a well-calculated difficulty system
-wide open large manually created world(like Darkfall Online)
-lots of Achievements which would prove player's skills even after one has beaten the campaign mode

I think the level design belongs into the GDD! Also I think a level designer should know the basics of the game's level engine usage(Cocos2D, Unreal Editor).

Comments

Popular posts from this blog

object oriented programming

Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster {     std::string memory_attributes{}; public:     void treck();     void track();     void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon {     std::string memory_attributes{}; public:    void use(); }; void Weapon::use() {   ...

Coding and game development, part 2

 Consider the following C++ sample: int main() {     std::cout << template_1() << '\n';     return 1;      } Every moron who knows C++ would know what this means. Now consider that almost every line is a regular expression, so try to translate it into your native language, English for example; line by line in steps. ... rofl lol oO? I tried to do that with the example and my head almost had a system shutdown.

What does a good game consist of? (part 32)

Map overlay Making a map overlay is hard, as maps can change and grow. Map overlay is basically a different map than it was at the start of the game. That encourages the player to think while trying to win a match or a puzzle. The main map doesn't have to change that much over time, while the overlay works as a collection of all of the tactical actions made by same clan. Some sort of a clan map, in other words. A clan map is hard to read by other clans. But not impossible, when team speak and fighting tactics are put into use. Personal map overlay can be used to advice on mission, which is generated procedurally, but not necessarily randomly. Another good overlay is tactical and strategical, all of these types overlay are sent to developers for the lore overlay, which is very hard to get hands on if you are not a developer. Tactical overlay is a good way to lead a fireteam, or a squad, but also leaves data traces on the world map. In video games, trick rivalry is high and enemies, ...