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| Level Designing Process; my idea | |
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| Tweet Topic Started: Apr 2 2012, 04:01 PM (103 Views) | |
| orange08 | Apr 2 2012, 04:01 PM Post #1 |
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Administrator
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Here is how I believe the level design process should work. First, the first couple of rooms should be made by someone who is in charge. They should first use the map designer I made to first plan which rooms they will make. Then whoever wants to go next (can be discussed in chat whoever wants to go next) can take the current map design, add a few rooms of their own distinct color in the places they want to make their rooms, and then, show a screenshot to everyone, if everyone finds it acceptable, the person designs the rooms in their prescribed areas. Repeat. Rules: All rooms must be 640 X 480 (this is certain) Boss and Mini-Boss rooms are not allowed to have checkpoint/save-stations. Edited by orange08, Apr 3 2012, 11:51 PM.
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| Jakobs98 | Apr 3 2012, 05:14 PM Post #2 |
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Cat lover
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OBJECTION! 640x480 is quite small. 20x15 tiles, to be percise. I suggest we change to 800x640(25x20 tiles). As for that process, I think we should put more trust in our level designers, though it is probably necessary to check all the levels before finalising the product. As soon as the basic engine is done, everybody could work, simultaneously, on the rooms. However, I suggest we make a good plan on the rooms as soon as the basic story is written and the engine is finished. By using exported resources, we could easily fuse our creations. I'm going to make a copy of the map planner and mess around with it to see if I can improve some parts of it. |
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| orange08 | Apr 3 2012, 07:09 PM Post #3 |
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Administrator
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We can discuss changing the default room size in chat. Obviously we need to discuss that before designing any official rooms. ![]() I don't think we should put more trust in our level designers. I think it should be very simple. There can be a topic that always shows who is currently working with the GMK and adding levels.
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| Jakobs98 | Apr 3 2012, 07:12 PM Post #4 |
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Cat lover
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Why pass the GMK around? We can still use .gmres files once the engine is done and start producing the rooms pretty quickly. We just need to make a final design and finish the engine. |
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| creativebunch | Apr 3 2012, 07:59 PM Post #5 |
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The Bunchiest
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I agree with Jackobs in that everyone can easily work on levels simultaneously, it means a lot more work can get done. In every previous team I have worked with we each got all the necessary files including the gmk and did our assigned jobs, then made a change log of all our changes and exported the resources. It was efficient and easy and work got done quickly. It also means that if someone falls behind progress does not stop. Definitely before rooms are made the levels should be well thought out in advance, we should have a concept of each room and what it will contain. And of course before we can do that we need to have a story. |
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| java.x.beast | Apr 3 2012, 08:17 PM Post #6 |
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We also need to decide on the room size first, but I agree with Jakobs and Bunches. |
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| orange08 | Apr 3 2012, 11:51 PM Post #7 |
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Administrator
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We've discussed it on the chat and 4 of us said 640 X 480, so it's official. |
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| java.x.beast | Apr 4 2012, 02:45 AM Post #8 |
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So are we going to pass the gmk around or use Jakobs's idea? |
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| orange08 | Apr 4 2012, 12:44 PM Post #9 |
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Administrator
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We need to discuss it on the GMC chat to decide. I wish you guys would be on there more often
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| java.x.beast | Apr 4 2012, 02:48 PM Post #10 |
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I try to be on there every day as long as I can. We can discuss it now, since I'm on. |
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8:47 AM Jul 11