Level development by César Canto (programmer)
The creation of a level in videogames can be one of the most tedious and cumbersome tasks, but we believe that following a series of steps you can lessen the difficulties and create a level that gives the player a good experience that he will enjoy fully.
For this, we believe that the steps to follow are the next:
- Always consider the Interest Curve. (Graph that exemplifies the interest or emotion that the spectator, or player, will have throughout the entertainment experience).
- The elements or actions that you want the player to perform during the course of the level.
- Place the different elements in the best possible way to maintain a good Interest Curve throughout the game and within the level. (A concept called Fractal is used.)
- Create the design of what your level will be, respecting the different moments of the Interest Curve with the elements previously chosen for the level.
- Prototype your design in software and test it. Maybe will be probably necessary to make adjustments or changes to your design, this is based on the emotion you want the player to have during the course of the level.
- Finally, once you have done the necessary iterations, you will have what it's consider a good level.
Note: It is possible that when you put together the new created level with the next one, will be necessary to make some adjustments. This is normal. With each additional level will be necessary to adjust the other elements in order to give the players a great experience.
This graph represents the Interest Curve that any entertainment medium should have in their experience.
In this image we have a graph representing how we want the player's interest to go upwards with their respective moments of interest (Peaks) and their not so interesting moments (Valleys), as well as the elements that will be part of the different sections of the level.
Here we represent through formulas how the different sections of the level will be filled with the different elements that we decide will be part of this level.
In these images we show the design of one of the sections that will conform our level, taking as reference the interest that we want the player to have during the time that the section lasted using the previously defined elements that the section will contain.
This image shows the construction of the level with all the previous elements. It is only necessary to capture them as indicated in the design.
Once the level is done, it is important that you test the necessary times to adjust the details that are needed to obtain the desired experience according to the Interest Curve shown.
Once these steps are done, we can say that we have a well structured level focused on giving the player a memorable experience.
It is important to note that the previous elements chosen are only guides and it is not imperative that only those be used. It is possible that during the section test, it is not entertaining enough. Then you have to evaluate what is not right and repeat the process again until you achieve the emotion that one wants to obtain.
What do you think of our work process? Don't forget to leave your thoughts in the comments. Remember that your support give us strength to keep working.
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Get KISIN
KISIN
Fast Phase combat combined with color pattern attacks!
Status | Released |
Author | CalyStudios |
Genre | Action, Adventure, Platformer |
Tags | 2D, Difficult, Fast-Paced, Short, Singleplayer, Unity |
Languages | English |
More posts
- Kisin is out for free!May 19, 2020
- Second level enemiesApr 21, 2020
- First level enemiesApr 14, 2020
- Kisin Game BalanceApr 07, 2020
- Play the new build of Kisin!Mar 19, 2020
- Zyana Spine AnimationMar 03, 2020
- First level gameplayFeb 25, 2020
- Main Menu + MusicFeb 18, 2020
- Kisin on itch.ioFeb 11, 2020
- Camera Transitions by César Canto (Programmer)Feb 04, 2020
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