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Post by alliusis on Dec 17, 2018 16:27:41 GMT
Banjo-Kazooie is the game that inspired me to pursue game level design and game development. When I was young I'd be peeled to BK forms speculating about Banjo-Threeie and drawing up possible new levels. When I play the game today, I still get that feeling of finding something new around every old corner. I haven't particularly played any other platformer that has the same feeling of exploration and discovery and fun, and my goal is to try and take what makes those levels so great and make a game.
So I'd like to open up the discussion - what makes a good 3D platforming level, and what are some of the pitfalls in bad or unenjoyable 3D platformer levels? What are your favourite and least favourite 3D platforming games and why?
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Post by alliusis on Dec 18, 2018 1:38:41 GMT
I guess I should start with why I think BK has such good level design. Note that I'm an amateur enthusiast and it's just my person opinion BK has: - A small and almost confined level size
- An exploration-based style of gameplay (as opposed to mission-based, like SM64 for example)
- Very strong level themes (to the point of being fantasy-like)
These three elements cause the levels to be densely packed with the collectibles and objectives. They also result in the use of strongly-themed 'rooms' or 'interiors', like Mr. Vile the Crocodile's crocodile hut (level: Bubble Gloop Swamp), or the Sphinx (in Gobi's Valley). This helps make the levels very dense, with a lot to discover, without being totally overwhelming or having everything be right out in the open. It encourages exploration under the water, on land, in the sky, and in general using your platforming skills/moves, without getting easily lost (which is one of my pet peeves with larger levels like in Yooka-Laylee, for example). This form also allows for a 3D platformer that doesn't focus entirely on the (sometimes-tedious and frustrating) traditional platforming segments. By making the controls and weight of the character fun in and of itself, the game starts off gentle with a focus on exploration and collection. The game can gradually ramp up its difficulty/complexity with each level without withholding fun or interest. The level design, particularly in the hub world, further encourages exploration (and a great game-feel) in a few different ways. Primarily, it teases new areas. It does this in two different ways. - One is by teasing the levels early with the Puzzle Pads (method of unlocking the levels). These are generally placed far away from the actual level, has a picture of a part of the level, and the hub music changes instrumentation to fit the level theme. They use this to great effect to build anticipation and activate the imagination.
- The second way is by letting the player see something that is out of their reach before they can get to it. This is very effective when paired with the "fantastical to the point of being nonsensical" theme the game has going on. Literally anything could be behind that door or up that staircase.
I have to go write up a lab report but those are my first thoughts right off the bat.
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Post by a Chunk on Dec 18, 2018 1:53:22 GMT
3D platformers are definitely NOT something I have a lot of experience with, so take my feedback for what's it's worth (which may not be much, lol).
I don't have any great suggestions that are specific to a specific level, but tend to think of the progression that I feel is necessary. Levels have to grow at the same rate that the player grows in understanding. Your platformer should have something that makes it unique. This kind of goes without saying though...every game needs at least one thing that sets it apart from other, similar games. Your 'hook' will largely determine how your levels are designed. They need to start off relatively simple, and teach the player the basics of how they will be moving around within the world. Then there needs to be a gradual progression, where the level design forces players to use the skills they've learned more precisely, or to develop new skills that their character didn't previously have.
In general, you should be employing the techniques that are applicable to level design in general. Make sure the space is understandable. This can be done in multiple ways, that range from having another character in the game serve as a 'teacher' telling the player what to do, to utilizing framing and lighting to draw the players attention to 'where' they should go, and then letting them figure out the 'how' on their own. Sound, signs, and pickups are other good types of guides for the player.
So those are my there main suggestions I guess... Create a unique experience that sets the game apart from others (some type of gameplay 'hook'), avoid repetitiveness (create progression), and make the space (and the desired route/destination) easy for the player to understand.
When you get down to the details of what the level layout looks like, where the platforms and paths are, and that sort of thing, we'd really need to understand the gameplay. What type of movements is the character able to perform? What do the controls feels like? What can I see (what's my field of view, and how is the camera controlled)? These, along with other factors really need to determine your level layouts.
Finally, check out this video. The approach they discuss of 'teaching players' provides a fantastic example of the type of thinking you should be doing as you design your levels.
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Post by a Chunk on Dec 18, 2018 23:15:19 GMT
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Post by a Chunk on Dec 19, 2018 1:06:30 GMT
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