Graham-
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« Reply #120 on: July 24, 2013, 07:44:52 AM » |
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the man is funny. just like that, but like crazy fluid animation, and stilted enemies? no, awesome enemies.
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sublinimal
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« Reply #121 on: July 24, 2013, 07:49:26 AM » |
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You okay there, Graham?
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Graham-
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« Reply #122 on: July 24, 2013, 10:32:59 AM » |
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I made good improvements. Don't make fun of me.
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Totter87
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« Reply #123 on: July 30, 2013, 06:01:55 PM » |
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Udderdude
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« Reply #124 on: July 30, 2013, 07:30:05 PM » |
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I like the first one.
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Totter87
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« Reply #125 on: July 31, 2013, 02:36:52 AM » |
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Thanks, that's my fav too. I was working on a lot of city scenes before doing that level so that was a little bit of a 3D art vacation for me.
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effete_denizen
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« Reply #126 on: August 03, 2013, 10:29:54 AM » |
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This image has some of the levels iterations around the outside so you can see it evolve. This is for our current project Mech Mania for the PC http://www.indiedb.com/games/mech-mania It was designed to play games like 'Tag' in. It had to have 4 spawn points, none of which were at a starting advantage and it had to be large enough for four players to move around freely while being able to trap each other. It couldn't have any scenic parts obstructing the players shared camera view of the arena either. It also has a conveyor belt which stops and starts randomly as well as changes direction and an electrified puddle which also turns on and off. Quite a fun level, still needs more testing and tweaking!! and the final level
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« Last Edit: August 03, 2013, 06:10:27 PM by effete_denizen »
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Udderdude
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« Reply #127 on: August 11, 2013, 03:21:32 PM » |
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Looks nice, lots of detail.
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makehimanoffer
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« Reply #128 on: August 22, 2013, 05:55:03 PM » |
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My game's levels are simplistic in look, but difficult in general. The real issue that occurs is having a curve of difficulty. In order to reward the player and not have them feel tortured is to make sure levels aren't too long. Take this one for example Anyways, basically. I'm a programmer and for the moment the art is sort of rough and potentially close to what it'll look like (except for the character) The game is called Super XCVB, based on a flash game I made called XCVB. XCVB are the controls where X inverts your left and right, C inverts your up and down, V makes you go up or down, and B makes you go left or right. It's difficult. The main reason is the linear layout of the controls. As such, levels are kept simple with some interesting twists. This is basically a test level. Go through the rainbow to complete the level. In the flash game prototype version I had issues with inconsistent level styles where some levels are about being quick thinking and others were terribly difficult because of very tight moving spaces (something which turned out to be inconsistent in the overall design). Super XCVB's gonna have at least 20-40 levels of just this base mechanic and then 20-40 for the more advanced mechanics based on this. But, it really makes me think that being simple is difficult. Especially for just little old me to be doing EVERYTHING.
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Not everything you call a game is a game. We need new definitions. We need interactive experiences. Short Interactions. And Games. Otherwise I'll accidentally end up playing a 'not game' and bitch about it on the internet.
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jddg5wa
Level 1
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« Reply #129 on: September 09, 2013, 01:11:08 AM » |
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"Around here, however, we don't look back for very long. We keep moving forward, opening new doors, and doing new things, because we're curious and curiosity keeps leading us down new paths." - Walt Disney
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Graham-
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« Reply #130 on: September 12, 2013, 06:50:59 AM » |
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water slide? yeah? I love slides.
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InfiniteStateMachine
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« Reply #132 on: September 19, 2013, 10:04:02 AM » |
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doing a map for Firearms Source It's a redo of one of my old internal testing maps for one of the new gameplay modes. editor shot There was a point in my life that I was ready to make a super mario kart type game. These are the levels that I designed for it and I even came up with some descriptions. those are awesome. Nice work
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sebastian
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« Reply #133 on: October 23, 2013, 09:35:50 AM » |
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This is actually just a mockup level, but anywho. It has animated elements ( Clock & machine ) the wall is there for camera transition testing. and generally just a quick test that happened when trying out 3d instead of 2d in my current project.
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TwistedJenius
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« Reply #134 on: December 24, 2013, 01:14:05 PM » |
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DragonStar
Level 0
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« Reply #135 on: December 31, 2013, 07:56:58 AM » |
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Wohn-Grab Its location on a high steppe in the crux of two imposing mountain ridges makes Wohn-Grab (“Living Tomb”) nearly unreachable for many months out of the year. The easiest path to it is from the north through arid tundra, which is swept with bitter cold, and a week or more out of the way. The town would not exist at all except for a hot spring which keeps the town buffered from the harsh winters. It is at the base of the highest peak, Apricity Peak, which refers to the feeling of the warmth of the sun in winter. Most of the town's residents descend from soldiers who maintained a fort in the mountains at some point in the distant past. The current residents often wonder why they are there at all, and have a somewhat dour perspective on life. The few visitors are mostly historians, mages, and other artifact seekers who search the ruins along the spine of the Hiemal Peaks. The most notable is a tall tower two day's hike from Wohn-Grab, which can be seen from the town on clear days.
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FuriousGrey
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« Reply #136 on: January 10, 2014, 09:55:19 PM » |
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Udderdude
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« Reply #137 on: January 12, 2014, 10:01:54 AM » |
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Oh boy, it's Build. I feel old just looking at it.
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tanyaxshort
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« Reply #138 on: January 17, 2014, 02:32:47 PM » |
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Here's a few procedurally generated levels using my level design rules: Basically: * Define what a room is (size, features, theme), make sure obstacles don't break the game (we used pathfinding checks) * Define how those rooms string together to form the critical path (and branch off of it) * Place enemies & items on critical path differently than off of it * Add locked doors & keys to find * Add in more connections between rooms to make it more interesting A full description of the process from level design -> proc-gen level can be read here: http://www.kitfoxgames.com/level-design-and-procedural-generation-in-shattered-planet/
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bacon
Level 1
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« Reply #139 on: March 03, 2014, 05:14:14 PM » |
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Here's a few procedurally generated levels using my level design rules: Basically: * Define what a room is (size, features, theme), make sure obstacles don't break the game (we used pathfinding checks) * Define how those rooms string together to form the critical path (and branch off of it) * Place enemies & items on critical path differently than off of it * Add locked doors & keys to find * Add in more connections between rooms to make it more interesting A full description of the process from level design -> proc-gen level can be read here: http://www.kitfoxgames.com/level-design-and-procedural-generation-in-shattered-planet/this blog post is really helpful! thanks!
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