I finished laying out all the rooms for the first dungeon in Enigma Heart last night. My Zelda II influences are really showing -- but I think I'm also starting to expand on it a little bit and come up with my own ideas. In particular, I'm placing hidden areas and items that the player can't get to until they acquire certain items, spells, or skills later in the game.
(In Zelda II, when you beat a dungeon's boss and get its item, the dungeon becomes inaccessible thereafter)
This map is drawn in Aseprite as an RGB-color PNG image, at a scale of 1 pixel per tile. The blue tiles are solid, the white ones are non-solid, pink are breakable, orange are platforms, etc. I do it this way because I find high-level sketching to be easier as an image than in the map editor. My map editor can read this image, look for the appropriate colors, and generate a map "skeleton" that I can then texture and add objects to.
I'm thinking of using it somehow... Visually, a particle can be anything. The main logic is that the particle sticks to the surface and stays for some time
Game design question 📌
So I think, what can be done from this? What are the gameplay and event scenarios? Something penetrates to the surface from underground, or you have to find a hole in the floor with a sub-tile
An example of using the Exponential Height Fog and how the lighting looks with it... what I love about the Unreal Engine 5, a couple of objects in the scene make magic, I only adjusted the distance and density
Unreal Engine level design 🔥
The concept (idea) can be like this - use Chaos destruction for the wall to go into the room in which the ceiling is on fire, and then, while in the room, trigger the chaos event to collapse the ceiling
Exactly one year ago, I published the AssetPlacer, an environment art plugin for #GodotEngine, that resulted largely as an artifact of my Bachelor's Thesis!
Progress of the day :
I implemented my procedural generation inside a level with walls and doors, and added decorated options for my rooms.
Pretty happy with the result, obviously there will be special layouts for the first and boss room, for now they are all the same #construct3#gamedev#leveldesign
ça y est ! Mon jeu est finissable du début jusqu'à la fin. Il me reste à corriger des buts et finir d'implanter des stages bonus cachés (que personne ne verra puisque personne ne se prendra la tête sur mon projet amateur 😃).
En ce moment, je peaufine mon niveau du désert et j'adore la vue d'ensemble du level design: avec la partie extérieur et la pyramide. Dézoomer sur le LD me rappelle toujours ces soluces dans les magazines Mega Force que je scrutais des heures.
I've talked about starting my #gamedev journey with #leveldesign before. When I was a kid, I loved imagining my own little stories in existing franchises. I didn't re-enact stories as much as I made up my own, within the confines of a world I already knew and loved.
1/10
I like the concept of having a place in the game where the player returns and completes a series of routine tasks. Over time, you get used to the place and know all its details, it becomes a second home
Such a place can have different gameplay phases, first you find it, get to know it, clean it... then you develop it. You find new clues to reveal more details, the history of this place... Gradually this place has a connection with you
If there is no tower defense mode in the game, what other gameplay can be added for this place?
New parts of the location that are hidden at the beginning. Environmental elements that can affect the integrity of the place and the condition of the hero or what the place has. For example, cold or a storm outside. Physical phenomena inside, pressure in the pipes, overvoltage in the network, old rotten elements in the design, even flora...
i have 5 yrs experience in making props & environments. i'm comfortable w/ unreal, unity, & godot! hire me to get really sick rocks & levels for your games. ⛰️
if you want to support my work, consider buying one of my games, or buying me a kofi! <3
🥁 I am officially working on a game urbanism online course & workshop. It will go live in Q2 2024 and cover all the fundamentals of concepting and designing cities for games.
Missed screenshot Saturday by a few days, but I think my map is finally at a place where I'm happy with it. Now to start balancing and finalizing the gameplay.
Here is one of the last boss encounters in Idosra (but not the final boss).
If you've done all the side quests leading up to this point, Marika will have so much mana that she can effectively fly using the airjump skill. Getting all the recovery and defense skills means she can also absorb hits like a tank. The level still has a few curve balls to throw at the player, though!