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Help with making a level flow

Archive: 10 posts


Hello, I'm creating this level now and I have all of these gameplay 'bits' or 'segments'. I built out the layout for each one separately and i was just wondering if anyone can give advice or help on how i can fit all these segments together while still getting the level to flow nicely. I have tried to connect them before and the whole level just felt chopped up and the gameplay didn't flow well from area to area.2011-05-30 17:19:00

Author:
XboxSmasher007
Posts: 22


You don't have to make them all fit together!
Use teleporters to create some kind of 'reach the end' style game.

I should probably explain this better...
So you'd finish one of the premade sections, which would activate a teleporter which takes you to the next section.
Similar to a minigame collection

I think this would be easier, more fun, and more original to do!

Good luck!
2011-05-30 17:26:00

Author:
Plasmavore
Posts: 1913


Or use some other kind of transport to get to the next area like a elevatoror a vehicle2011-05-30 22:17:00

Author:
riverad08
Posts: 104


That's why you should plan your levels, or build them as one.2011-05-30 22:33:00

Author:
onaga666
Posts: 293


You don't have to make them all fit together!
Use teleporters to create some kind of 'reach the end' style game.

I should probably explain this better...
So you'd finish one of the premade sections, which would activate a teleporter which takes you to the next section.
Similar to a minigame collection

I think this would be easier, more fun, and more original to do!

Good luck!

Many thanks for the advice!
2011-05-30 22:45:00

Author:
XboxSmasher007
Posts: 22


At water with the waves set to max, that should make it flow2011-05-31 13:20:00

Author:
Jakeamorris25
Posts: 72


What I do is, I have my seperate areas but in between the action/hazrads/obsticles I place a more open/exploration or less challenging sections to piece them together and make them flow. So it's not all one big obsticle or task after another. This gives the player a chance to learn what may be coming next and a chance to explore, bounce or grapple around before the next task. Gives a better pacing and flow. I have noticed that Media Molecule do this in their levels and they tend to increase the difficulty gradually. For example, in the first part of a level they have something that is easy then later on they have something that is similar but harder. This gives the player a learning curve and what to expect of them. Even a chance to learn from your mistakes when you respawn.

The level I'm working on started out as being built as one. But I have done a few sections on their own and captured them to bring in later. When I put these different sections together I find that putting in a thin layer to hide where sections join up helps, if you cannot fill the joins/lines in with more material.

A problem I've had when bringing in new sections is that sometimes you have created the 'action area/obsticle in a different layer then what you're bringing it into. To overcome this you can either move your layer back or forward individually or draw in a column or block of material that fits in with your level and forces the player into the correct layer.

You can use teleporters as mentioned but that depends if it fits in with your level and theme. Other levels I've played use lifts or some sort of contraption to get over to other areas. Hope that helps.
2011-06-01 11:33:00

Author:
LittleBigDes
Posts: 920


Sometimes it's a case of finding a groove. If there's 4 or 5 disparate sections and it feels disconnected, you could try expanding on them. Say you got a section with rotating platforms for example. Try repeating that section but twisting it with the challenge ramped up, that can usually make the level feel like it's progressing naturally (edit - basically what Des said). There's no hard and fast rules though, some levels throw things at you with no apparent rhyme or reason and just work. Just playtest and use your instincts about where the pace needs pushing and pulling.

If it's a platformer, I would go play Jake Putz's, Jackofcourse or Lockstich's levels, they all have a really great flow to their stuff.
2011-06-01 12:43:00

Author:
julesyjules
Posts: 1156


Some of the advice here is very useful... I would space them all apart and build transition pieces between them all. Don't be afraid to rearrange. The most important part is to make them all part of the same motif and atmosphere. Make use of the thin layers to cover up your "seams."

It's hard to give solid advice without seeing the level itself, though.
2011-06-01 12:54:00

Author:
schm0
Posts: 1239


Thanks everyone for the help! My TV is broken at the moment but when I get it fixed I will defiantly use all of this useful advice. Thanks again! 2011-06-01 19:12:00

Author:
XboxSmasher007
Posts: 22


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