Game Development Reference
In-Depth Information
Close your eyes and imagine yourself wandering through the world in your
game. For example, if it's a golf game, think about where the first tee would be.
Is a clubhouse or pro shop in view? Probably, because the player is likely to need
to go there to get better gear or other elements to enhance the gameplay.
In addition to imagining what is around you, think about the space above
and below you. In the level you're designing, can the character or characters go
upstairs in tall buildings, or onto a mountaintop? Will they need to go down-
stairs in buildings, into sewers, or underground into caves?
s e C r e t l e v e l s
Some games have secret levels . Players who find them may encounter new
weapons, lore, power-ups, or just the joy of having a new level to explore
and win.
The secret “cow level” in Diablo II was one of the highlights of the game.
In order to find it, the player had to complete a series of quests to open the
rare red portal, allowing them to battle the Cow King.
For large adventure or action games, a safe haven is a good entry point for
the level. These safe havens can provide areas where players can repair weapons
or armor, barter or buy new goods to aid them during gameplay, or just avoid
battles for a few moments while they decide on a strategy or figure out the inter-
face (how to operate the controls). If a player learns a new skill, they will want
to practice it in an area containing relatively easy hazards before confronting a
final boss.
Here are a few questions you'll want to answer:
What kind of environment is it?
How long should it take the player to navigate the terrain?
How much time should they spend there?
When thinking about the kind of environment, consider whether it's hostile
or friendly. The player may be underwater in a cavern, far out in space, in a
shrouded forest, or deep in some dark and dangerous urban jungle. Is the envi-
ronment traversable? Does anything change if it's played multiple times? What
are the technical limitations?
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