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Platformer Gameplay / Leveldesign
#292306
10/01/09 20:29
10/01/09 20:29
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
OP
Senior Expert
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OP
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Dear folks, I've used google once in a while to find out what makes some platformers better than others, especially the level design of side scrollers but there are only articles about 3D level design. So I ask you if you know some hints or what you like/dislike in platform games - please consider gameplay differences between a Mario and a Metroid. Thank you in advance!
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Platformer Gameplay / Leveldesign
[Re: Superku]
#292325
10/01/09 22:54
10/01/09 22:54
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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I think you shouldn't worry much about gameplay, because what I've seen from your last video, your game already is great from that respect.
You should make a difference between - gameplay - that's mainly about the control and feeling of the movement and interaction, - level design - that's mainly about the challenges and directing and tasks within the levels, - grafics - that's mainly the visual part of that all. But, most probably it is easier to discuss those things without making these differences, because a lot of people in these forums find it easier to mix these things up, although they are 3 totally different tasks within game production. You should consider 'story' and 'character design' as 2 additional important tasks. To give an example of a sidescroller that I liked most, because gameplay, level design, grafics, story and character design are fantastic: 'Heart Of Darkness'.
Sorry, maybe this isn't much of help, because 'Heart Of Darkness' is the product of a big skilled team, and it is no chance that a lone wolf can copy it.
BTW: 'And Yet It Moves' is a good example of an interesting lone wolf product.
I think the main challenge to finish your game is finding a unique and easy to accomplish style.
Don't worry about what makes your game better than others, care to make it good and unique - and as delightful as possible.
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Re: Platformer Gameplay / Leveldesign
[Re: Pappenheimer]
#292328
10/02/09 00:06
10/02/09 00:06
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
Expert
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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both visually stunning for the time they were released, i think mario, because of the variety of play areas and assortment of weapons and enemies made the experience fun and exciting, however, the story fun took away from the story. truthfully, i really didnt care about saving the princess after a while, i just wanted to keep busting up koopas and throwing fireballs at the bosses! Metroids story was cool, and the idea that samus was a woman really didnt matter because her battle armor was masculine. not to mention all of her power ups( i remember the first time i charged a hyper jump!!!!!!!!! holy crap!!!!!), and even the graphics of the levels got really old after a while, but it was nice. if you wanted to do a side scrolling playformer, fast paced action always seemed to be the way to go imho. evironments should be colorful, but not too distracing, and new poer-ups seems to keep the action fresh and exciting. i played a game called Gunstar Heroes by Sega, and could put it down until i finished, wanting more! A good side scroller/platformer never goes out of style.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Platformer Gameplay / Leveldesign
[Re: mk_1]
#292332
10/02/09 00:54
10/02/09 00:54
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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Just for some ideas, see if you can can track down some Utube videos of an OLD Amiga 2D side-scroller called "Shadow of the Beast 2". Absolutely stunning graphics for its time, and very memorable for its artistic quality and content.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: Platformer Gameplay / Leveldesign
[Re: Superku]
#292591
10/05/09 01:24
10/05/09 01:24
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
Expert
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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it took me 3 hours to finish gunstar heroes in one sitting. a side scroller one sitting i think a few hours, no more than 4 is enough time. heck, if its exciting enough, and hour is enough, as long as there is bonuses to enhance the replay value. like the silent hill weapon bonus at the end, you got that awesome alien gun and you could play the game again using that, annihilatiing everyone in your way,lol!!! something like that would be awesome. i know when the knuckles add-on game added knuckles to the sonic the hedgehog game, you could explore areas of the game that sonic couldnt reach. that added to the overall gameplay.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Platformer Gameplay / Leveldesign
[Re: Blink]
#292994
10/08/09 13:34
10/08/09 13:34
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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For playing the time , like Super Mario on SNES, it can take lot of time, like for Metroid or Zelda on Snes ! Or Wonderboy on Genesis ! A cool thing could be map with plot levels (like mario on Snes) where you can choose where to go , mixed up with power ups ! And you could have permanent power ups and temporray ones like in Mario. Some parts of levels could only be discovered/explored when you have the appropriate level up ! In terms of gameplay : progressive level up, new weapons/powers is what can make you playing the game to the end ! Juts one example of very good 2D design and awesome gameplay : and it's not some engine as powerfull as A7 behind FinWick game
Last edited by ratchet; 10/08/09 14:52.
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Re: Platformer Gameplay / Leveldesign
[Re: ratchet]
#293059
10/09/09 00:56
10/09/09 00:56
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
Expert
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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what a cool game, i couldnt stop playing. simple, but fun. thats a great concept, exactly what a platformer should be.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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