5 Tips for Great Level Design

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  • Опубліковано 18 чер 2024
  • 5 Tips for Great Level Design
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    Want to learn the secret to making great levels for your indie game? These 5 principles of level design should help you on your game dev journey! Subscribe for more game design related videos!
    0:00 Intro
    0:40 Have a Clear Goal
    3:08 Keep it Fresh
    5:21 Don't Waste Space
    7:30 Following the Flow
    10:11 Your Game is a Language
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КОМЕНТАРІ • 46

  • @icecp6532
    @icecp6532 19 днів тому +4

    You have a very calming voice. I really like this style of video. Much love!

  • @NeatGames
    @NeatGames Місяць тому +13

    Great tips! I've really enjoyed designing levels for my metroidvania :D

  • @goodpuppii
    @goodpuppii 11 днів тому

    This is super helpful as I start the level design process for a new game I'm working on. The part on language really resonated with me, and I can see how it will help me focus while laying out my levels. Cheers🤩

  • @_xtel
    @_xtel Місяць тому +4

    Banger video with lots of great info! Tip #3 really hit and made me think about my own levels.

    • @apoxfox
      @apoxfox  Місяць тому

      Awesome Xtel! Glad it helped!

  • @Amipotsophspond
    @Amipotsophspond 15 днів тому +5

    I bet you live in the city, star-dew valley is designed to capture a idealized small town feel. the long walk to the city is made to separate the city from your house and capture that remote feel. it's like if I was making a city game I might include a subway where you could get mugged in, meet a girl and fall in love, see a homeless man banging on buckets, or get pushed on to the tracks. I have never live in a city with a subway but I bet those are actual super rare things that unlikely to show the real feel of big city life. so maybe the subway should have advertisements that just lead to disappointment, when all the really great places are not advertised are something recommend by someone or that you discover. the walk is like the fishing mechanic something made to slow down the player stop achievement grinding. the point is that hike to the town is really well planned to make it a chore/event to go to town, something you do for a reason.

    • @KVMII
      @KVMII 7 днів тому +1

      If playing the game feels like a chore, I’m not having a good time.

  • @alec_almartson
    @alec_almartson Місяць тому +5

    Thank You for making this video.
    These are excellent Tips, really helpful.

    • @apoxfox
      @apoxfox  Місяць тому +1

      Glad I can help!

  • @RKIOrbMage
    @RKIOrbMage Місяць тому +2

    Great video! Tip 5 was really uselful
    + 1 subscriber

  • @TobyJWalter
    @TobyJWalter Місяць тому +1

    Absolutely Increible video!!!!

  • @morriganrenfield8240
    @morriganrenfield8240 Місяць тому +23

    Just was complaining in a reddit thread about level design getting worse in devil may cry. Especially when 1/3 and the reboot exist in the series.

    • @apoxfox
      @apoxfox  Місяць тому +6

      I’ve actually never played DMC but I am definitely interested in giving the series a try. Which would you say is the best game to start with?

    • @CliffDiverBOA
      @CliffDiverBOA Місяць тому +4

      @@apoxfox I will say I had no nostalgia for the series when I played through all of them 2 years ago. I went by release order, 1-5, and I felt that was the best way to experience it. Just know 1 and 2 are very weird feeling compared to the later ones (you can also skip 2 and not lose anything) But if you’re in it purely for the combat and don’t care about story, starting at 3 is the most popular option from what I understand.

    • @thelastgogeta
      @thelastgogeta Місяць тому +4

      ​@@apoxfoxTimeline wise, 3 is the earliest game in the series and I do like it the most, but there is no problem with beginning with DMC1 as well then going in release order.
      All of the games have ports, special editions or feature in a collection so your experience may vary but generally speaking...
      DMC1 is best played on PS2 - not EU version as 50Hz - (or PC with mods). HD Collection was fine for me, but not the perfect option.
      DMC2 is a bad and unfinished game, but if you already have the HD Collection and a free weekend - maybe see how it informed the rest of the series to never go full DMC2. Don't bother with both playthroughs and consider the HD Collection with mods to make it slightly better.
      DMC3 Special Edition... You'd either go with the Switch version (I recommend playing with Freestyle mode) or the PC version with mods though that's a very bad unlisted port which modders transformed into an amazing project with a lot of accessibility and training options. There are no known reasons to go with the original PS2 release though I believe some effects and input lag were messed up.
      DMC4... The fantastic PC port was unlisted but the Special Edition for casual players is just a better version even if it is more demanding. 3 more characters, better pacing for unlocks.
      DMC5 - PC version. The PC never got the Special Edition but it did get the main parts as DLC and mods are really out there too.
      ...
      I think DmC is also worth mentioning too. It was an unnecessary reboot attempt but can be considered fun in its own way. The PS3/Xbox version is the worst way to play at 30FPS while the Definitive Edition (not on PC) makes about as many improvements that can be made without adding any playable characters. PC version with mods is fine too. It doesn't really matter when you play it as long as you understand that it is a totally separate canon from 2013 which will never be continued.

    • @morriganrenfield8240
      @morriganrenfield8240 Місяць тому

      @@apoxfox id just go with in order really. Although i kinda recommend skipping 2 as it was a hyper rushed game that barely came together as a functional project. Dmc3se play on the switch so you can swap styles during combat and play the special editions of 4 and 5. Reboot is decent to try for the gameplay and music. That's the one that has probably the third best/ most interesting level design. Oh on the reboot play the console exclusive definitive edition for sure. It fixes some broken combat design choices

  • @Retrobro11
    @Retrobro11 Місяць тому +2

    Definitely a useful tutorial

  • @MKzing
    @MKzing 12 днів тому

    Thanks!

  • @fierorecensione5828
    @fierorecensione5828 Місяць тому +9

    Very nice video but the point 5 is still a little bit unclear to me, let's make an example, what Celeste try to tell us in their levels?

    • @apoxfox
      @apoxfox  Місяць тому +7

      Thanks for the kind words. For Celeste, it’s a game about overcoming difficult inner challenges. That’s why a lot of the levels are centered around avoiding yourself (in level 2 the main mechanic is literally avoiding a copy of yourself that’s following your exact movement)
      Spoiler alert: the final levels are centered around working with yourself to overcome those challenges (now Madeline has to use the dark side of herself to climb the mountain, it’s the main focus of those levels)
      “Your game is a language” is really just a way to say that each element of your game informs eachother. Not every game needs a deep message, but letting the direction of your overall game dictate the level design can be a good tool!
      Hope that helps!

    • @ultimaxkom8728
      @ultimaxkom8728 20 днів тому +2

      ^ Cough. Personally, Celeste's pure _level design_ language is simply _challenge,_ while the stuff about self and dark side is a mix with _narrative design._

    • @JeffNeet
      @JeffNeet 20 днів тому +1

      I would take a slightly different angle. Forgetting the narrative and theatrical content. Celeste 's. Level design says " You are capable of more than you realize".
      Every time you encounter another floating strawberry, it very clearly states it is possible to get here and back without dying.
      But it leaves the question of how to accomplish that to the player to grind on. That grind would feel demoralizing unless it was true that every strawberry was achievable. It would also feel demoralizing if the strawberries were missing and you wandered all the way down to branching path just to find nothing but more interesting platforms at the end.
      The strawberries offer you a personal challenge, but don't require you to tackle it in order to move forward. The game, even very clearly states that there is no reward for collecting more strawberries other than the personal satisfaction of knowing you did it.

  • @AvectaInteractive
    @AvectaInteractive Місяць тому

    Good tips thanks! Level layout and design looks so simple till you get into it and start hitting wall. Pardon the pun 🤪

  • @rmdcompositions
    @rmdcompositions Місяць тому +3

    Great video!

    • @apoxfox
      @apoxfox  Місяць тому +1

      Thanks for watching, glad you liked it!

  • @whilefree
    @whilefree Місяць тому +2

    Awesome video! Great tips!
    What is the name of the platform game shown as the first scene in the intro?

    • @apoxfox
      @apoxfox  Місяць тому +1

      Thank you! It’s a Metroidvania called Animal Well that came out 2 days ago, I’m loving it so far!

    • @whilefree
      @whilefree Місяць тому +1

      @@apoxfox Yeah it looks so pleasing. Gonna try it out.

  • @mangoes1012
    @mangoes1012 Місяць тому

    Thats crazy, I was watching another UA-camr play animal well so I definitely got jumpscared by the opening

  • @Ibrahimoezhan
    @Ibrahimoezhan Місяць тому

    Good video!

  • @gamesthatiplay9083
    @gamesthatiplay9083 Місяць тому +3

    Checkpoints = great level design?

  • @haomakk
    @haomakk 22 дні тому

    I absolutely love ghost of tsushima, but I was a bit disappointed with the secrets you "find" around the map. they are the things like hot springs, bamboo strikes, haikus, etc. and they appear as a question mark when you clear the fog of war on top of them. but the game has this awesome mechanic of following the golden birds that sometimes appear, and they'll lead you straight to those secrets. it would've been really cool if you actually had to do that to find them, instead of just setting a waypoint to the question mark on your map.

  • @algi1
    @algi1 Місяць тому

    Pro tip for The Witcher 3: A lot of the minimap options can be turned off or changed in the options. Last time I played, I turned it into a The Witcher 1 style minimap that only shows the terrain and North is always up. The detective style quests are really trivial and boring with a fully functional minimap.

  • @drdca8263
    @drdca8263 Місяць тому +1

    Hmm... how would one apply the first two of these to a SHMUP? Would the “clear goal” just be “completing the level”? Or would it be smaller goals within the level, like “beat this volley of enemies”/“pick up that powerup”?
    Maybe for an autoscoller, having a clear goal is automatically handled?

    • @apoxfox
      @apoxfox  Місяць тому +1

      Good question! I think it really depends on how the game plays, but I think you’re on the right track that in a SHMUP your goal could be the brief moment of rest after a long wave or reaching a checkpoint. I like when a SHMUP has a recovery zone. I play a lot of Beat ‘em ups (which feels pretty similar in design) and I think it’s really important to reward the player with some time to relax a little and decide how to handle the next wave

  • @windums560
    @windums560 Місяць тому +1

    👍

  • @akihitonarihisago1203
    @akihitonarihisago1203 Місяць тому

    What is the name of the game at the start of keep it fresh segment?

    • @apoxfox
      @apoxfox  Місяць тому

      That’s my game REM Runners! It’s still in very early development but I’ll have more updates soon 😄

    • @akihitonarihisago1203
      @akihitonarihisago1203 25 днів тому +1

      @@apoxfox that was cool will keep an eye on it, i would like to support your game and many other indie games because I liked them but due to my home country being India games are pretty expensive and I am still a student will repay whenever possible, keep up the good work bro ❤️✨

    • @apoxfox
      @apoxfox  25 днів тому

      @@akihitonarihisago1203 Thank you bro! And I totally understand that, localization and fair pricing for everyone is very important to me.

  • @Leikjarinn
    @Leikjarinn 27 днів тому

    What game is that? 0:01

    • @JeffNeet
      @JeffNeet 20 днів тому +2

      Animal Well. It's brilliant and just came out. One of the freshest feeling platformers I've played in a decade.

  • @3mpt7
    @3mpt7 Місяць тому

    Massive amounts of open space that have no purpose: Ah yes, the Halo series under 343 industries.

  • @watercat1248
    @watercat1248 Місяць тому

    In the game I'm working most of those tips dasn't work at all the reason it's
    1. The game I'm working it's mulpayer PvP with out story or any of that
    The clear level printable for my game is the following.
    1. And enough items for the collect the player
    2. Avoid impasse as much as I can because my game is multiplayer fps and the movement is very important I have disaing the map's for game to have 2 or more exits In this way the player's able to run with each other esyer and and search for other items and player's esyer as well.
    3. My game not have small door's and room's for few reason
    1. The player movent are fast and don't want that player colid on the wall Wean try to move around.
    2. Because the room and areas for my game needs by big enough for the movement it has extra benefits able to move around more Player's esyer as well.
    3. However I need to add perfect balance for how big those rooms are because if the make those rooms tobig and empty with not real reason I will be anoing.
    Like most other multiplayer game's my game I will have mixed between close open areas in most stage wean you make PvP shooter the need to be perfect balance ⚖️ for open areas areas for hiding and to have something in the order to not make cambers.
    The game I'm is more like old fps game's the have items to collect from the map and Player collect need collect weapon the don't have all those items weapon starting this one off the way that I make the player to move around.
    The other way make the Player not want to hide forever is the fact have 0 accuracy lost wean you move,
    However I believe cover it's valble option for time to time for example if one player is hiding on house for example it's harder to shaman out site house to shooting this person, on the other hand if you are on the middle of the map in open area you are easy target 🎯.
    In the end off the day wail I have some level disaing pattern for my game that I believe I will work the only way to know for sure if the level are fan to play are playing testing,
    I'm sure those patterns help unit my my game playble I will able to know how much open or closed areas to have I will see wean make my game playble.