2 types of level designs:
1. Games with designed levels - where a different design is created for each level
e.g Lemmings (design of each puzzle level)
2. Games with non-designed levels - More precisely, the design of the level does not extend beyond setting the size of the playfield
e.g Tetris (always same size, pieces fall randomly)
Level elements:
Conscious sculpting of a player’s game experience via the construction of variable physical spaces and the creation and placement of level components, such as obstacles, enemies, rewards, triggers, or other player interactables.
That is, when engaging in level design, you are
- Creating a player experience
- Creating the architecture of a level
- You consciously create the space in which action takes place
- This space constrains or affords types of gameplay, challenge, conflict
- Placing elements inside the level to create challenges
E.g. platforms, goombas, objects, triggers in platform games
Platform Levels:
Plateform games involve Jumping and Platforms (floors)
That’s it!
Well, OK, It must be possible to control jumps, fall from platforms, or miss jumps
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