#game-ideas

1 messages · Page 1 of 1 (latest)

thick mango
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in here

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the game is first-person

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ill send you a screenshot real quick

keen flame
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Yeah then trails are pointless

thick mango
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so you know what were dealing with

keen flame
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go ahead

thick mango
keen flame
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whoa

thick mango
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the last one is in game view rn

keen flame
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did you make these graphics or did you use assets

thick mango
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mostly assets and i just improvised with them

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mixed assets together

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the levels are mostly built myself though

keen flame
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well Im worried that this style isnt perfect for shooter games because the amount of details around will make it uncomfortable to focus on enemies

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so you shouldnt use super detailed props

thick mango
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it's not entirely based on shooting, the games a mix of doing tasks in the games, casually fighting enemies and going through a small story

keen flame
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Generally you probably shouldnt bother with level design until you're done with core mechanics anyway

keen flame
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I recommend you watch some level design videos

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but for now we're focusing on mechanics

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so basically the point is to make combat less bland

thick mango
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not even that

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combat is fine

keen flame
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so just the movement?

thick mango
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yeah

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i plan on making more effects to my movement

keen flame
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So perhaps consider some Mirror's Edge-style parkour mechanics so player has more variety and interaction

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like ziplines and stuff

thick mango
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ziplines wpuld be cool

keen flame
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Though what I would do is design the levels around the mechanics when youre done with those

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for example since you can climb walls, make level actually use that to progress

thick mango
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yeah i am a little far in to add a lot more mechanics

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i am planning to add more stuff in an expansion or something like that

thick mango
keen flame
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If possible, I'd try to get some simplier assets

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Generally level design needs a lot of work here

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your style feels a bit like bioshock infinite

thick mango
thick mango
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and i generally don't wanna use simpler assets. it is supposed to be semi-realistic and i won't throw that away

thick mango
keen flame
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But you should put details in proper places, not randomly, if you want the game to be comfortable to play

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Look at any realistic game and take a look at where the most details are located

thick mango
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it isn't really placed "randomly", it suits the overall world, but i get what you mean

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do you have a good example for open-world combat?

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because the enemies can run anywhere they want

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and the overall game is not really built upon sections where you fight exclusively

keen flame
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such as trees, benches or the lamps

thick mango
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is that particularly a "bad" thing though!

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*?

keen flame
keen flame
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sort of

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basically you should put most details where you want the player to look the most

thick mango
keen flame
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so floors, walls, random furniture should have fairly simple and bland designs

thick mango
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i'll take a look into that

keen flame
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enemies, interactables should be most detailed so they contrast

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you can also use detailed landmarks to guide the player so they know where to go

thick mango
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in this first level you will have to look for a lever which will open a sewer door

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so you are saying i should place the lever and build my level around that said lever?

keen flame
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do you know what whiteboxing is?

thick mango
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not really, no

keen flame
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building the general shape of your level with basic shapes, then testing it to see if it's good, only after that adding any sort of details

thick mango
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okayy

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i've got some ideas from what you told me

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thank you!

keen flame
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yw