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Steps to designing a level?

Archive: 6 posts


I always have trouble stating off in the level creator, so I must ask, when you go to make a new level, where do you start first?, Whats the last thing you fix in your level? basically, in what order do you prefer to design your level?2012-02-09 09:00:00

Author:
Unknown User


In the Tutorials section, someone has posted a pretty well thought of method. Follow that, and you should be able to give yourself some direction.

Step By Step To Making a Good Level (https://lbpcentral.lbp-hub.com/index.php?t=66475-Step-by-step-to-making-a-good-level)

I can't say I follow it 100%, but I haven't gotten anything published, so I don't have a lot of room to talk.
2012-02-09 09:08:00

Author:
SuddenEnigma
Posts: 70


What SuddenEnigma said. Also, if you find yourself uninspired while staring at a blank level in create mode: don't. Go play something for inspiration of turn the system off and grab a pen and paper.2012-02-09 13:44:00

Author:
Antikris
Posts: 1340


I like to start by picking out a pallet of materials, objects, and decorations that fit the visual style I want. I start with a large collections of materials, and then narrow it down to just a few. I usually do some sketching on paper for a level layout, to help me figure out how I want the player to move through my level. If I'm building a vehicle or other contraptions, I do that early on so I can try them out as I'm building the level. I usually make a playable level, then add hazards and bubbles last.2012-02-09 18:47:00

Author:
Pookachoo
Posts: 838


You have been replied with very complete information. Anyway, I want to share the protocol I follow when creating a level. Since I began playing LBP2, I knew programming inside a level was fairly possible. This means I can program almost any kind of game inside a level.

So, I follow this steps:

1- I ask to myself: "Sebas, what do you want to create?" then, I build a picture in my mind with a reply as detailed as possible: game rules, score systems, etc...

2- I make the shapes the level will manage, the objects that the level will need, and, when I have them done, I place them. If it's not an exotically different level (when I say this, I mean a level that is basically platforming), I make the path, the traps, the weapons, etc. Then, I place them in the places I want.

If it's an exotically different level (like my Geometry Wars, for example), I take a programmer's perspective: In other words: logic functions have priority. Then, I ask to myself: "what kind of logic functions do I need exactly?" then I figure out a wide picture in my mind about all the whole logic structure the level will have, specially the main logic structure. What I mean is that, I consider ALL THE ENTIRE LEVEL like if it was a computer program I want to build, proceeding therefore (in other words, figuring out the SIMPLIEST WAY to make logics behave as I wish, and the fastest way to build them all). When I have my ideas in order, I begin building the logics. I make first the most important logic functions and interactions between them. I test them to see if they work properly (when programming, it's extremely easy that something doesn't work exactly like you expected, so beta-testing is necessary), doing the tests with the circuitboard opened to watch with my own eyes what's going on, detect what's failing, figure out why is failing and build an idea in my mind to fix it. Then I apply the modifications and test them again. If they work properly, I begin with the next function. If they don't, I repeat the same method to fix the new failures (bugs).

Most of the time I spend when making exotic levels is spent in logics, so having structured ideas before beggining to build huge logics is very important to earn time in this case.

3- I build the scenario/interface, to make it look like I want.

4- Once the level is considered "completeable", I play it in Game Mode, testing the level considering any possible decisions and actions that other players could have while playing the level, to make sure I'm not overlooking level failures. I like to close up all the loopholes when creating any kind of level, because I think it's the right thing to do. If I spot a failure, I fix it.

"WOW! The explanation is HUGE O_O!!!" I figured out you'd think that . Summarizing: you should do first what you consider more important for the level. If something is too important to not be done, and you fear that it will be impossible to do it, experiment exhaustively with it before doing anything else, for avoiding wasting time uselessly.
2012-02-09 20:04:00

Author:
SebasSBM
Posts: 159


Wow, all this was full of useful information! Thanks everyone 2012-02-09 20:12:00

Author:
Unknown User


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