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1403757 Posts in 68282 Topics- by 61952 Members - Latest Member: noah223

December 03, 2022, 12:18:53 AM

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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Tutorials2D Level Design Tutorial
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Author Topic: 2D Level Design Tutorial  (Read 2665 times)
KevinTillman
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« on: November 22, 2016, 08:08:35 AM »

I created a video tutorial which gives an overview of my thought process behind how I design and build 2D levels for newcomers to game design.

The video may provide some useful tips to add to already existing workflows as well.

I will also be updating this thread to further expand on this tutorial.

I hope it helps!



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Sandranson
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« Reply #1 on: December 20, 2016, 11:05:24 PM »

Record how often every broad thing happens (for instance, there could be 50 currencies to gather in the level, or the player may need to annihilation 10 swordsmen). These numbers are assessments, and they help you to decide the level's trouble. For instance, there could be two Tough Trolls in level 1, yet four Tough Trolls in level 2. Let everybody in the group add to the list.Distinguish unmistakably amongst negative and positive space when you do the representations. The negative spaces (white in the representations) are the territories where the player can move, and the positive spaces (corner to corner lines in the portrayals) are things like floors, dividers and stages where the player can't move.
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KevinTillman
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« Reply #2 on: February 08, 2017, 10:09:32 PM »

Record how often every broad thing happens (for instance, there could be 50 currencies to gather in the level, or the player may need to annihilation 10 swordsmen). These numbers are assessments, and they help you to decide the level's trouble. For instance, there could be two Tough Trolls in level 1, yet four Tough Trolls in level 2. Let everybody in the group add to the list.Distinguish unmistakably amongst negative and positive space when you do the representations. The negative spaces (white in the representations) are the territories where the player can move, and the positive spaces (corner to corner lines in the portrayals) are things like floors, dividers and stages where the player can't move.
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That's actually a good idea thank you Sandranson.
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