Total Time: Idk.
So today I watched this video when I was bored at work: https://www.youtube.com/watch?v=iNEe3KhMvXM&t=1742s.
It's a video about level design from GDC. Taught me some really important ideas and I have them all written down in my notes app on my phone.
I already knew I didn't know how to do level design and was just gonna go with what I came up with, but this made me think more about it. I'm going to re-do it.
Here's the notes I jotted down. Beware; lazy writing and bad spelling follows:
Map: design specifically with one piece of equipment in mind?? I.e. like breaching charges. So teqcht he player to use those in different ways. Maybe don't introduce other things until later...?
Or maybe I can. Not sure. Maybe it is a simple thing to learn.
Breaching charges or C4? can be used as like a landmine, to blow open obviously blocked doors, or maybe through certain kinds of walls
Don't worry about realism like at all. Make the player a total bad ass. Do not imitate real life
Multiple paths through level. Design easy ways, medium ways, and hard ways to play the level rather than outright setting difficulty.
Wait. Do not design the level. Maybe design modular mechanic driven encounters that can but put together in different orientations later
Or maybe I can. Not sure. Maybe it is a simple thing to learn.
Breaching charges or C4? can be used as like a landmine, to blow open obviously blocked doors, or maybe through certain kinds of walls
Don't worry about realism like at all. Make the player a total bad ass. Do not imitate real life
Multiple paths through level. Design easy ways, medium ways, and hard ways to play the level rather than outright setting difficulty.
Wait. Do not design the level. Maybe design modular mechanic driven encounters that can but put together in different orientations later
I'm tired so going to sleep. Going to put in some time tomorrow. Peace.
No comments:
Post a Comment