Step one is to determine how many rooms you want, and come up with a vague idea of the shape of the map (the blocks don't actually represent the shape or scale of the rooms themselves) . This would be an example of a single area.
Next, I decide where locked "doors" will be. These can represent abilities, key cards, etc.
Then, I make a list of the enemies, traps and platforming based objects. Just simple visual representations so that I don't have to refer to a different list while brainstorming.
Starting with enemies I listed (black), I decide where each one might be first encountered. Since the player might be going in different directions, there are usually more than one of these "first encounters". These numbers signify where those encounters with the corresponding enemy are, and where I can start using that enemy in proceeding rooms. (for instance, since the first room is where you encounter enemy #1, it can be encountered anywhere.)
I try to space them so that the player will be encountering something different every next room or so.
Next, I do the same thing with traps, and other gameplay elements. I try and make it so that in any room where a new enemy isn't encountered, you encounter something else for the first time.
After this point you would add powerups, but I think you get the idea. This is just an arbitrary example with no real thought behind it, but it's basically what the planning process ends up looking like. It's more or less just a means of giving you a framework to work with when designing the levels, rather than feeling like everything is uncertain.
After all that, I design each room in a basic form, and test them.
After testing the rooms, connecting them, and testing them together, balancing them, etc, I finally add the tileset. You could get someone else to playtest it before adding the tileset, but I think that in this kind of game, the appearance of the areas plays a part in the experience.
Makes sense.
ReplyDeleteWhat the hell is that green stuff?
ReplyDeleteThe large green objects cause anything within them to "activate" at the same time. This is done so that enemies are encountered in a specific pattern.
DeleteThe smaller green objects are for the the camera. They determine how low the camera can go.
Also, I have no idea what I scribbled on there at the time. I can't even imagine what it's supposed to say. >_>
DeleteIf the activate area doesn't say groomp, i'm gonna commit seppuku with my tablet pen.
DeleteIt's not so Groomp.
DeleteAND WE'RE (NOT) THE GAME GROOMPZ
DeleteLooks like it says group for the large one (that makes sense).
DeleteBut for the small ones... gag?
Now this is a good idea, Kyrieru!
ReplyDeleteI'm very proud of you, son!
IS IT CAN IT BE DEMO TIEM NAO PLS
ReplyDeleteYou're not going to stop typing that horrible meme line till you get a demo....are you?
ReplyDeleteit's not like this is some secret pro tip that only the people in the industry would know, and that you've been generous enough to share. this shit is BASICCCCC. stop procrastinating
ReplyDeleteIf it's such basic shit go make a Metroidvania yourself and stop complaining about other's work
Delete1. I never said it was some pro tip. It's just how I decided to do it.
Delete2. Basics are important, and everyone's "basics" are different. I can't tell you how many pixel artists don't utilize "basic" hue and saturation shifting.
3. Making a post on my blog in my free time is not procrastination. Nobody works all day.
Yeah, my "basic" way of making a map is getting a big piece of paper and drawing whatever I think looks cool, while trying to keep in mind how it's going to play. It's a fun process. =)
DeleteYeah, I draw out level designs on paper sometimes as well. Usually when I want to give eyes a break from staring at a computer screen all day -__-
DeleteLooks like it's going to be fun. Can't freaking wait.
ReplyDelete