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Advice for a novice in level design?
Archive: 7 posts
I'm planning a sort of ambitious level project that involves 3 or 4 linked levels about an alien invasion on a city with cutscenes bookending the set. While I have some objects made or partially constructed (The aliens, their leader, and a mech you commandeer that I've been getting help with in another topic), I've come to realize that I have no ideas that are particularly inspiring in terms of level layout. I do have an idea for what I want each level to be about at its core: Level 1 is running through the partially demolished city and avoiding aliens, Level 2 is finding one of their laser guns and fighting back, and Level 3 (And possibly 4 depending on how things turn out) is about sneaking onto their ship, using a mech to destroy their machines, and facing their leader one on one. So that at least is a start. Right now, the only ideas I have are to sketch out some layout ideas and hand pick my favorite parts, as well as replay some hearted levels and think about what makes them stand out and cause me to like them. For anybody else with experience in making full level layouts, what are some tips for inspiration? | 2011-03-08 22:19:00 Author: Behonkiss Posts: 229 |
I'm not too familiar with level design, but I do know what I like seeing. Focus on a single gameplay mechanic for each level, but don't make it repetitive. | 2011-03-08 22:23:00 Author: Unknown User |
Try looking at an object in real life, and think "How would I make that?" | 2011-03-08 22:38:00 Author: Unknown User |
Don't try to just copy what's popular, don't try to please everyone, just build what YOU want to make, what you would like to build and think would enjoy building, not what others tell you to build. I mean, you can if you want, but its better easier, and more enjoyable to work on what you wanna make, rather than on what others want you to make, or what you think others will like, rather than, what you will like. | 2011-03-08 22:42:00 Author: Silverleon Posts: 6707 |
I'm not super versed in level design, but what I have found is helping me a lot is to design the logic parts and components first. I am working on a level now where I havee designed almost all of the logic components first. It's taken me well over 3 weeks just to get things working the way I want. It's also taken that amount of time to decide on a theme and feel for the level. I've done more with the design of it in the last two days than I have in that whole timespan put together. Having the parts ready to put together and knowing how they should behave has really helped a lot in that. I'm finding it a lot easier to design around the logic and elements now that they are mostly done. I've never had much luck just starting with a blank level and drawing it out in LBP. Everyone has their own way though, so what works for me may not work for you. One thing I have been doing a lot more lately is using the personal category to keep track of how many different materials and items I am using. | 2011-03-08 22:54:00 Author: tdarb Posts: 689 |
My greatest source of inspirations are movies and (old) video games. Movies for story and atmosphere, games for gameplay mechanics. If you are looking for inspiration, don't just stick with scifi sources, though. For example: a western movie has so many elements it can add to what might otherwise be a boring, cliche sci-fi alien story. | 2011-03-10 03:00:00 Author: Antikris Posts: 1340 |
When - Time period. Where - Is it a city on a moon, different planet, Earth, New York, or Houston? Why - Why are the enemies attacking? How - How are they attacking; in tanks, saucer, plates, spaceships hung by string? Who - What kind of personality does the main character have? Mood - Is it serious, comical, dramatic, or ironic? There's something else, but I forgot. | 2011-03-10 04:48:00 Author: Devious_Oatmeal Posts: 1799 |
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