Skip to main content

Level design basics, part 11

Hard level design
To make a hard level, you have to apply challenge methods, used on
steam games: achievements are very hard to get. Especially when it comes
to magic games. I had a lot of fun playing bridge crossing in americas army.

Also the FBI in counter strike. Very simple level design, but lot of hard
challenging fun. Traditionally, people think some easy games are fun. But
they really aren't. Making a fun map level requires making a good challenge

structure.

Example hard level design
A good challenge structure: must be directly related to the core steam
mechanics. Pacing is important in hard first person shooters, so if you
ever played a first person shooter, on steam you'll see the achievements

are really hard to get. So the steam basically works just like level design.

secret.bat
get on the 300th level

Steam is a system of games, level design is like a system of levels. Levels
in steam games; or at least some include achievement, so it's important to
under stand steam script code. It basically connects the game and the valve

server. Valve server process many levels every 10 seconds. And the load
that goes back to the game client can quickly over load the server. It reports
back to valve server, but the number of game clients running simultaneously

could easily over load the servers. Which is why it's important to design a
game that has low level data load. This is done by separating data files in
10 segments. Each segment should have about maximum 10 files. These

10 segments mean 1 level, not a chapter or a campaign. A hard level should
have fun achievement connection points. This is done by separating level
objectives into two levels: first is normal tasks, second is achievement tasks.

A hard level is hard to beat, but it will save you the troubles of making a fun,
challenging system. What is hard when making a hard level map is including
all the achievements in one map batch. It is one thing putting them in a

2 dimensional map editor, but a lot harder in the unreal engine editor. Unreal
engine requires a lot of work to create a 3 dimensional map: scripts, three
dimensional objects, progress lines, principle design; I tried making in the

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() {   ...

What does a good game consist of? (part 35)

Small goals Challenges can quickly get out of hand, proportionally after have been playing the game for a while. That is why it is important to implement game goals as well. This work as a guiding force for challenge motivation. The terms challenge and goal have very different meanings. Imagine a call of duty 2 mission. It is a challenge, but lacks small goals that keep you motivated, and not beat the mission feel bored and drained and sore. Beating a video game is not exactly a small task. Takes accuracy, will, focus, concentration and understanding your opponents(including AI). An example small goal would a chunk of challenge. Like subsystem parts of a call of duty 2. This parts of a major hard challenge can then be used as a realistic take on or as a memory level map. Small goals are far from being bound easy either; but they are a realistic approach to beating a level. Example would be beating the level's extra challenges by breaking them down into chunks, such as level practic...

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, ...