#game-ideas
1 messages · Page 1 of 1 (latest)
Yeah then trails are pointless
so you know what were dealing with
go ahead
whoa
the last one is in game view rn
did you make these graphics or did you use assets
mostly assets and i just improvised with them
mixed assets together
the levels are mostly built myself though
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
so you shouldnt use super detailed props
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
Generally you probably shouldnt bother with level design until you're done with core mechanics anyway
its more like tomb raider
well still, the human eye tends to be attracted to more detailed objects and you dont want people to be distracted by these trees and benches
I recommend you watch some level design videos
but for now we're focusing on mechanics
so basically the point is to make combat less bland
so just the movement?
So perhaps consider some Mirror's Edge-style parkour mechanics so player has more variety and interaction
like ziplines and stuff
ziplines wpuld be cool
Though what I would do is design the levels around the mechanics when youre done with those
for example since you can climb walls, make level actually use that to progress
yeah i am a little far in to add a lot more mechanics
i am planning to add more stuff in an expansion or something like that
thats my bad and i will consider that in my next game
If possible, I'd try to get some simplier assets
Generally level design needs a lot of work here
your style feels a bit like bioshock infinite
that's what im trying to do, it should be a steampunkish style
it's built on upon the things i have in the game right now, so adding something new might be challenging but still possible.
and i generally don't wanna use simpler assets. it is supposed to be semi-realistic and i won't throw that away
this is gettinh used a lot, as well as super jumping to get to higher places only possible to reach with a superjump.
Doesnt have to mean throwing realism away
But you should put details in proper places, not randomly, if you want the game to be comfortable to play
Look at any realistic game and take a look at where the most details are located
it isn't really placed "randomly", it suits the overall world, but i get what you mean
do you have a good example for open-world combat?
because the enemies can run anywhere they want
and the overall game is not really built upon sections where you fight exclusively
well I mean that some of the unimportant props are way too detailed
such as trees, benches or the lamps
to be honest I'd avoid that, you don't want enemies randomly showing up in a puzzle section
true
it is since it can distract the player
sort of
basically you should put most details where you want the player to look the most
that is true and i agree with this
so floors, walls, random furniture should have fairly simple and bland designs
i'll take a look into that
enemies, interactables should be most detailed so they contrast
you can also use detailed landmarks to guide the player so they know where to go
in this first level you will have to look for a lever which will open a sewer door
so you are saying i should place the lever and build my level around that said lever?
do you know what whiteboxing is?
not really, no
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
yw