ClarusPlusPlus, to gamedev
@ClarusPlusPlus@peoplemaking.games avatar

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.

#GameDev #EnigmaHeart #IndieDev #LevelDesign

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Gameplay design / Unreal Engine 5 / Niagara 📌

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

Maybe you have some ideas 👀 please write

#gamedev #UnrealEngine #gamedesign #indiedev #leveldesign #gameplay #gaming #UnrealEngine5

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

#gamedev #gameplay #gamedesign #leveldesign #gaming

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

video/mp4

goodandemil, to godot
@goodandemil@mastodon.gamedev.place avatar

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!

#EnvironmentArt #LevelDesign #IndieDev

menica, to gamedev French
@menica@eldritch.cafe avatar

Aujourd'hui on apprend la génération procédurale d'étages d'un dungeon crawler (à la Binding of Isaac)
#construct3 #gamedev

video/mp4

menica,
@menica@eldritch.cafe avatar

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

video/mp4

Beldarak, to gamedev French
@Beldarak@mastodon.gamedev.place avatar

Anyone got great recommendations for books talking (with tons of schemas!^^) about level-design, layout, etc...?

I feel like there's not much out there on internet about that subject and a ton of "level design" tutorials talk about the pixel-art/modelling aspects

I'm interested in how to create interesting map layouts.

I'd say I'm at the intermediate level on that picture and from there, I can't seem to go higher by myself

#gamedev #learning #leveldesign

Moggy, to gamedev French
@Moggy@mastodon.gamedev.place avatar

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 😃).

#GameDev #Indiegame #Indiegamedev #construct2

Moggy,
@Moggy@mastodon.gamedev.place avatar

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.

#gamedev #indiedev #indiegame #indiegamedev #construct3 #construct2 #leveldesign

Screenshot de mon platformer
Soluce de Psycho Fox dans le magazine Mega Force
Soluce de Castle of Illusion dans le magazine Mega Force

turbohermit, to gamedev

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

merrak, to gamedev

Sprucing up my town rooms with some new decorations.

#leveldesign #gamedev #indiedev #idosra #pixelart

image/png

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Let's talk about game design 😍

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

#gamedev #gamedesign

maxim,
@maxim@mastodon.gamedev.place avatar

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

#gamedev #leveldesign

maxim,
@maxim@mastodon.gamedev.place avatar

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...

#gamedev #gamedesign #leveldesign

merrak, to pixelart

Testing the new chemistry decoration tiles in the lab level.

#leveldesign #pixelart #indiedev #gamedev #idosra

futureruins, to random
bigolbilly, to DOOM

Deja vu doomin (with the help of silent teleports and careful gif looping) #doom #leveldesign

video/mp4

konstantinosd, to gamedev
@konstantinosd@mastodon.gamedev.place avatar

🥁 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.

You can sign up here and get notified: https://www.game-cities.com/urbanworkshop

#gamedev #urbanism #leveldesign

SimonNovak, to random

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.

#Quake #QuakeMapping #LevelDesign #BoomerShooter

bigolbilly, to DOOM
maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

I gather information for planning Level Design Document

  • sequence of gameplay experiences (RLD - Rational Level Design)
  • narrative dependencies
  • determine scope (interiors, exteriors...)
  • assembling reference images
  • 2d layout design presentation

#gamedev #leveldesign #gamedesign #indiedev #indiegamedev

video/mp4

skywind, to PCGaming
@skywind@mastodon.online avatar
merrak, to gamedev

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!

#idosra #gamedev #indiedev #madeinstencyl #leveldesign

video/mp4

konstantinosd, to gamedev
@konstantinosd@mastodon.gamedev.place avatar

Exploring the urban planning & level design of The City of Glass from Mirror's Edge Catalyst with the help of Erik Odeldahl.

Read the full article here: https://medium.com/@KonstantinosD/designing-the-city-of-glass-4ee2584835c7

#leveldesign #gamedev #MirrorsEdge #gamedesign #gameurbanism #gamecities

guntha, to blender French
@guntha@mastodon.gamedev.place avatar

Looks like @itchio
aptly chose a screenshot that showcases usage of #trenchbroom
for the thumbnail of the article

#leveldesign #3D #gamedevelopment #indiegames #IndieGameDev #leveleditor #videogames

konstantinosd, to gamedev
@konstantinosd@mastodon.gamedev.place avatar

Got myself a subscription on Medium, which can only mean that more articles on the design of video game cities will be appearing there (very) soon.

Existing Medium material on game urbanism: https://medium.com/@KonstantinosD

#gamedev #gamecities #leveldesign #urbanism

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