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Level design basics, part 16

 MAP DESIGN A map design is a part of a level design. An essential part, actually . It covers a lot of level parts from the top down view, including AI script and objectives. Index mapping: is a technique used for design ing and generating maps. Use small numbers: 0, 1 and 2. To generate a informational file that holds the level. As core mapping. Some where near the maps middle. 0 0 0 1   0 0 0 2 0 0 0 1 This is a terrain generation pattern, that makes the engine draw the map, on the three dimensional monitor screen. Information is process ed through the game; from the processor and random access memory into numerical draw. A good user interface, has good map graph ics and a two dimensional map. This is important, because all level information data is stored in the same file: the three dimensional level map AND the two dimensional carryable map. The latter is basically terrain sequence patterns forming map with artificial intelligence positional movement. Business map is an im...

Level design basics, part 15

Game design and level design They are very closely related. A good method is to make separate document, that shows the relation points. Game design is like an arch type to all other documentations. Which of course includes the level design. One documentation doesn't go without the other. They are co related, and both very important; two documents should do for the entire documenation: of course as a document I don't mean 1 page or any thing like that. Because an entire documentation of either can be in one extensive document. But for better understanding and comprehension; by then two documents are optimal. Level design documentation is mostly and most oftenly a part game design documentation. Level design is paramount part of game design. It supports the whole structure together. It is very important, in other words. A good way to start doing that is by making a separate game design document. Or a level design section. Write all the references to the level design documentation...

Level design basics, part 14

Accuracy in levels It takes a lot of accuracy to beat all the level's objectives. The primary ones, not bonus. And it takes a lot of skill to be accurate when firing. So it is very important to make accuracy based objectives. The bonus objectives are really hard to get. Harder to reach objectives are fun when based on weapon accuracy. Talking is basically a good support for team work. So making ventrillo or team speak support. Objectives are actually very small amounts of data, but can take a huge place on the hard disk drive and on random access memory. Memory banks business has a lot of problems with small, but extensive ammount of data. To build a level, it will take a very solid draft first. Unreal tournament 2004 has a very challenging single player and multiplayer. I think that forest levels can be awesome to play if done correctly and they provide accuracy challenge. A good example be a small rectangular geographic level with most objectives being at small altitude. Especial...

Level design basics, part 13

Unreal Tournament 2004 The level design in unreal tournament is based on unreal engine, skaars, championship, and in famous level rankin. The campaign mode (Single player) is a complex tournament system. Hard to beat even on the Novice difficulty. Another thing hard to beat is Onslaught; even harder than Mutant and Invasion. People think novice difficulty is easy, but it really isn't. Especially not on harder game modes and campaign. For example, you can win many matches in a row, but eventually you're going to hit a very difficult and hard to pass barrier. Winning the golden cup on novice difficulty requires patience, determination, practice, experience, self confidence, fort bragg bug maggot mentality. In other words, a very well designed campaign. The unreal tournament matches, skirmish or campaign; use united states army like designed radio. Radio is very hard to install on a steam platform. It is a complex device and very hard to under stand. Even harder to correctly apply...

Level design basics, part 12

Accurate level design The best way to learn level design base, is to make a level in unreal editor. It takes a great deal of work on details and the script code. A wild strategy campaign takes a great deal of knowing how forests work(grow). Accuracy is very important when designing, because video game character accuracy is important as well. As accuracy is basically important in any game, even in games that are not first person shooters.  United states army is using this method for first shooter video games making, more specifically Americas army games. For the weapon barrel accuracy. They didn't just make the weapon three dimensional models and apply some physics and just pull the accuracy out of thin air. Making a level map from the level design for three dimensional video games is hard. It requires a lot of assembler related bit wise operations. The best idea for a map making start would be to drive a large 2d rectangle area, like 100 meters times 300 meters. That's 30 thous...

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 st...

Level design basics, part 10

Example level design Gladiator arena. There are 2 secrets in the level. The combat area 4 meter radius circle, or 16 square meters. Secrets are triggered when killing target number of opponents 3 times in a row. The opponents are animal beasts, monsters and other gladiators. The high score in the single player game affects the campaign goals.  gladiator.bat 2 secrets set circle(4) trigger target Arena is actually very large in this level, even though it might not sound that way. Experience is hard to get in this level. Experience points, more specifically. Exercise Make a level script file set. Graphics That's probably the role of graphics designer, but making 3 dimensional game design objects is a part of level design as well for better imagining when writing hard source code. class LevelObject {     std::string type[50]{}; public:     int create(); }; Script code was mostly used by JavaScript and Java. And macrowave flash. But it is still important as it is es...