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Revision as of 19:26, 22 August 2024 by Robertvokac (talk | contribs)

How to design levels on the paper

Designing levels of a platform game on the paper is possible. A beginner game designer can start like this.

How to

Take a blank sheet of paper, position it horizontally, and draw two long lines across it to divide it into three strips.

Now you have created a level, a side-scrolling environment.

Transfer into digital form

The level editor of the game should be comprehensible. You need to gain the knowledge, how to transfer your creations into the digital form.

For example, the Doom editor includes terms like sectors and vectors, which makes the transfer more difficult.

How to design levels in the digital form

The level editor should should be designed as good as possible, because the user will work with it a lot.

  • A level editor with many tools is a good, but the user of the level editor needs to know, how to use it.

You may be designing levels on the paper for a long time. Using the level editor should not be hard, otherwise the level editor is not well designed.

Level editor of the game "Speedy Blupi"

The level editor is a self-explanatory WYSIWYG [1] editor, which has nothing to catch you out.

  • It is easy to use within several minutes of seeing it.
  • Very soon you and your friends can start working hard on many levels of your own and share them with each other.

Almost anything we could imagine, is possible to make and play.

  • Or if it is not possible in the normal way, you may find another way, like modifying game images in its installation directory. Or you can use an an already found exploit or find a not yet found exploit
  • For example: You can create fake walls - Create a moving platform, but do not define the second position. Then this wall won't move, but you can walk through this fake wall. This can be used to create secret walls.
  • Any surface assigned as the moving platforms is no longer a solid object, you can move through

Screenshots

editor_screen.png

editor_screen_2.png

References