Author Topic: Level Design  (Read 19298 times)

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Offline leafy

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Level Design
« on: January 25, 2011, 09:57:08 pm »
I'm going to be posting some of my level concepts here, as well as some other ones drawn by my friends.

Levels by Phenomist:
Spoiler For Level set one:
Spoiler For What is this I don't even:
« Last Edit: January 26, 2011, 03:41:34 pm by leafiness0 »
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Level Design
« Reply #1 on: January 26, 2011, 02:08:18 am »
Nice so far. Make sure the early levels aren't too hard. It's best to make sure the difficulty gradually increase so we don't end up stuck at lv 3 then easily beat lv 8, 9, 10, etc.

Also do you know Phenomist in person? I noticed he joined :D

Offline phenomist

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Re: Level Design
« Reply #2 on: January 26, 2011, 02:29:43 am »
Yep, I'm here. I'm a random guy at school who was recruited to draw maps. Since I think leafiness0 knows how to draw easy levels by himself, I provided relatively difficult maps :P

Once he announced that scrolling maps were possible, I sent him a really large map (probably around 120x160 tiles?) that would be Flash-game worthy. Too bad I misheard his 256x256 claim in tiles, instead of pixels.
Level Designer for Graviter

[Disclaimer: I can't program for my life.]

Offline DJ Omnimaga

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Re: Level Design
« Reply #3 on: January 26, 2011, 02:47:51 am »
Lol ok XD. Well good luck to both of you for the project. Do you program, by the way?

Offline phenomist

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Re: Level Design
« Reply #4 on: January 26, 2011, 02:57:07 am »
Yeah, but I don't really have nearly as much dedication as leafiness does, so obviously my games are going to be worse. I created a tower climber game where the strategy is to... button-mash. I'll attach it into a topic later, I guess. Currently I'm working on a fun 2-player mode, but first I have to learn grayscale, lol.
Level Designer for Graviter

[Disclaimer: I can't program for my life.]

Offline DJ Omnimaga

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Re: Level Design
« Reply #5 on: January 26, 2011, 02:58:35 am »
Ah I see. Yeah it takes quite a bit of dedication to code large games, plus some people are less interested in programming than others, so that happens. I hope you enjoy your stay around here by the way. :)

Offline leafy

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Re: Level Design
« Reply #6 on: January 26, 2011, 03:42:03 pm »
Ok phenomist I uploaded your super massive level of intensity.
In-progress: Graviter (...)

Offline phenomist

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Re: Level Design
« Reply #7 on: January 27, 2011, 12:01:30 am »
Spoiler For 50x51 tile to "madness level":

(Cut down a bit on the right due to space issues. Note that the far far right might not actually work, but can be easily fixed)

EDIT: Changed layout a bit, added spike direction, added wraparound house (@leafiness: you can delete that part if you want)

Spoiler For 50x51 tile to "madness level" v2.0:
« Last Edit: January 27, 2011, 06:50:13 pm by phenomist »
Level Designer for Graviter

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Offline phenomist

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Re: Level Design
« Reply #8 on: January 29, 2011, 12:06:07 am »
[question: when can I start attaching stuff?]

More smaller maps, on leafiness0's request:
Spoiler For A variety of maps:

I'd like comments on level quality, because I'm churning them out quite quickly.
Level Designer for Graviter

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Offline z80man

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Re: Level Design
« Reply #9 on: January 29, 2011, 01:12:39 am »
I noticed that in the madness level you can reach the finish by going through less than half of the map. A suggestion to allow the player to go through the entire map would be to move lock 6 to the bottom center. Replace lock 5 with wall and key 5 with key 6. Then replace key 6 with key 4. Lastly move key seven to the upper right. Hope this helps. Good work btw, I can't wait to see scrolling screenshots. ;D

Spoiler For modified map:
« Last Edit: January 29, 2011, 03:12:37 am by z80man »

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline phenomist

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Re: Level Design
« Reply #10 on: January 29, 2011, 01:37:06 am »
Hm, actually I intended the gap between 7 and marked 6 to be a horiz-only gate, but it appears I lost a spike somewhere (4 squares left of key 7), lol.

Your way works too. Maybe they'll be two separate levels :P [Title: Deja Vu?]

However, leafiness0 hasn't implemented keys yet, so both level ideas are temporarily thrown out atm.
Level Designer for Graviter

[Disclaimer: I can't program for my life.]

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Re: Level Design
« Reply #11 on: January 29, 2011, 02:34:15 am »
WOAH! THose levels look awesome! I didn't thought they would be so large. I like large levels like that. I hope they can be put in the game without too much hassle. I wonder if the scrolling would be hard to implement...

Offline z80man

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Re: Level Design
« Reply #12 on: January 29, 2011, 03:20:06 am »
@leafiness what is the size in memory of a tile token. I'm not sure if it would fit in your code, but half a byte for each tile might work. That would really help cut the amount of memory needed because if you use a byte for tile size the madness level would take 2550 bytes. With half a byte it is only 650 bytes.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

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Re: Level Design
« Reply #13 on: January 29, 2011, 03:21:56 am »
I definitively think that half-bytes would be the best. It doesn't seem you use more than 16 tiles anyway. The only issue would probably be if you have smooth scrolling: it might be a bit slower if you redraw the entire map every frame.

Offline z80man

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Re: Level Design
« Reply #14 on: January 29, 2011, 03:28:20 am »
On a secret project I'm working on now. The map data is stored as half a byte. But when you load a map to play it is uncompressed to a byte allowing it to be updated faster. I do this also because in game play each tile has far more than 16 possibilities.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)