Level Design Basics - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Articles (https://www.frictionalgames.com/forum/forum-40.html) +---- Thread: Level Design Basics (/thread-36731.html) |
Level Design Basics - Spelos - 01-18-2016 Content:
Now is the time to pay attention to using the basic assets to create the shape of your level. Here is where many map creators make their first mistakes and those are the ones that are very difficult to fix later on. The shape of the level should convey the emotion you want. If your story revolves around someone going deep into a dungeon, you can convey progress by using stairs that go down for places of progress and stairs going up for some optional locations. If a player then sees locked jail-door and stairs going down behind it, it is a sign that he/she needs to get there to progress. If you want to make a player feel uneasy or trapped, you can make the corridors tighter and hard to get through... Of course it is best for you to look at some examples of basic level structures. Great source of inspiration would be Half-Life 2 and its progress. Half-Life utilizes Player's abilities in its full potential. Though it is true that in Half-Life, the player wields a crowbar with which he breaks creates and barriers with a single button. Amnesia is a little bit more abstract in this sense. The Player is required to go into an inventory (first button), double click the crowbar (two more buttons) and finally click on the obstacle. That is a total of 4 click for a thing that takes one click in Half-Life, not to mention a "physics puzzle" where you actually move the crowbar, that might arise. In Half-Life, because it's such a common task, you are required to break things and use your items fairly often, in the situations that doesn't really require it, but make the progress interesting. It works, because it's simple and doesn't require that much attention. On the other side having to crowbar door every 5 minutes in Amnesia would get annoying, because it's a task consisting of more steps. But I don't want to delve into actions just yet, although it is a part of Designing a Level. Making sure that the Player knows he has an item is important and while I wouldn't put something to break with your crowbar every 5 minutes, I would throw it in a few times before he's required to use it on some serious puzzle. Spoiler below!
If the player thinks that using item A on place A makes sense, the worst thing possible he can see is "You can't use this item that way", or similar message. You should account for as many logical usages as you can. That doesn't mean your extra_english.lang should be filled with messages like "I don't think using key on the location x65 y65 would work"... Just the most important ones. A good example would be from my own Mod (Amnesia: Regression), where in the first map you get a ladder. You are supposed to use that ladder to go up and get across a gap. However a logical thing to do would be to try to get down to the gap using the ladder. I added a message not only saying it's not possible, but adding that you need to go up. That however brings another problem. If the player still doesn't understand, he might try to go up through a window so I added another message there. That proves that you don't have to put millions messages, but rather the logical ones. There isn't much to say here. Similar to the previous part, it's very important to playtest your level, still without putting any details in, just making sure the level works and timing it correctly. This is the time you could start having some confidential playtesters, ideal would be your friend, or your mother. Someone who could spot mistakes you've missed. Think about what's possible to use the item on, or how could a puzzle be alternatively solved. It's a good idea to think of items or objects that could potentially break the puzzle. For example if you're looking for a bucket to fill with water, it's not a good idea to put a bucket entity, since you are looking for a bucket item. The player might question "Why can't I use this one instead?". Make a list of those items and be sure to note them when you do the next part, detail work.
You should further emphasize the feeling of a level and most importantly, you should make final touches to help player go through your level. This is best explained on an example: Spoiler below!
Though it's at the very end of this post, you could think of it as the most important. If a player gets 10 - 15 fps in your level, he/she's not going to play and anything you do is worthless. A lot of people might say "But computers are fast these days and I can't do anything in Amnesia that would be heavier than the newest Assassin's creed cape simulation." But that's not true. I'm actually going to talk about optimization in more details later in a new post, but I'm just going to point you to frictionalgames wiki, where you can find a whole article about optimization, which include: - Adding fog witch culling so things are not drawn in the distance (but be sure you can't see them appear, that's what you did in the basic shape of the map. - Less is more, you can have beautiful design with a small amount of props, just experiment. - If you can't move it, make it static. - If you can't see it, don't put it there. But as I said, I'm going to write about optimization later. Ok guys, I hope you liked this post... I know it's large, but I really like this topic and I encourage you to not listen to me and try your approach and see what works, but don't be so focused on Amnesia, look at some new games, what are they doing? Why are you doing things you do in a new game? How do you know what to do? It might help you with your own mods. RE: Level Design Basics - DanielRand47 - 08-17-2016 Very useful! I am glad that something like this is available. Seeing as level design is my weakness I found this to be very helpful. RE: Level Design Basics - Radiance - 08-17-2016 What about if you model the whole level in 3d software and then import it in engine? Would that work? So no procedural or by-block design. RE: Level Design Basics - Romulator - 08-17-2016 (08-17-2016, 08:02 PM)brus Wrote: What about if you model the whole level in 3d software and then import it in engine? Then you end up with something like this. (Good job Statyk) RE: Level Design Basics - Spelos - 08-18-2016 (08-17-2016, 08:02 PM)brus Wrote: What about if you model the whole level in 3d software and then import it in engine? The level design would still apply. It would just "move" into the 3D software of your choice and you would have to think of much deeper topics, like color schemes, texture design and architecture. |