Effective Design Tips To Make Your Game More Fun
Today everyone knows that the work of a level designer is one of the most important in the game development process – after all, a level without textures and monsters is a more complete part of the project than a separately drawn texture or a separately created model. And it is the level designer who creates the main atmosphere in the game thanks to the style of architecture. But do not forget that the level designer is not just an architect randomly arranging houses and bending the corridor of the space station to the left and right, but also a game designer who puts meaning (purpose) and life (what prevents us from achieving the goal) into the level). In sum, this can be called gameplay. In general, there are game design tips, that are very important for novice developers.
First, decide exactly what you want to do. So the first thing you need to do is come up with a goal for the level, so to speak, a basic idea as one of the game design tips for beginners. Everything depends on the goal – as in the films the scenery is adjusted to the stage, so here the level is built based on the goal. After you are sure of exactly what you want to do, sketch out a simple outline of your map on paper. You can’t do without this, since levels that are simply created on the fly are extremely rare. When you create a plan for your map, imagine yourself in the place of the player – you need to make the level fun, and not “dry” walking along some corridors. Look at how it is done in other games (take good old Half-Life for example), although the goals of many levels seem trivial (just finding a way out), playing this game is interesting. In general, in your indoor maps, you need to often use the principle of multiple obstacles – this is done in most good action games. A striking example of this is a corridor blocked by a collapse, at the end of which there is an exit. You need to go around the blockage through some kind of ventilation shaft, and when you reach the door, it turns out that you need to go somewhere else and find the key to it. It would seem how simple, but practice proves that it is not.
Now let’s move on to the level architecture. This is one of the answers to the question of how to design a good game. For newbies, the most important rule is to stick to one architectural style and don’t try to stick everything in the game into the map. Often, cards for novice designers consist of just about anything: for example, one room is in the laboratory-style, the other contains elements of a mountain landscape, and in the same spirit. It looks ridiculous. Naturally, the very first maps in terms of the level of detail will be difficult to equate to professional ones, and you need to constantly improve yourself – play the game for which you are making the level.
It’s one of the most important game design tricks in game art 2d. You have noticed for a long time that the further, the more interactive and real games are – for example, a lot of objects can be broken, something can be picked up. The players love it a lot. The freer the player feels in the game, the better. Therefore, try to make a lot of such nice little things on your levels – such as breaking furniture and rolling barrels (if the engine has it). In general, all this is closely related to your game world – that is, your game is real, futuristic, or mystical? It is clear that in a real game it makes no sense to make a lamp hanging in the air, while it is quite suitable for a futuristic game.
Fascination and realism
The previous point is very closely related to fun and realism, which we’ll talk about now. Fun refers to how strongly the player enters the atmosphere of the level. The elements that make up the fun are scripted scenes, and the location of enemies (which should be moderate), and the general level plan (running along a direct corridor is not very interesting, you must admit), which includes a branch from the main plan – places where the player does not have to visit, but if he wanders there, then let him receive some kind of prize in the form of cartridges or first-aid kits, that is, bonus places (one of the most recent examples of this technique is Doom 3). Imagine that you allowed the player to crawl into the ventilation, not related to his further advancement, and at the end did not take any bonus, what will the player’s reaction be? Let’s face it, not the rosiest one. You don’t need to overdo it with realism either, especially if it hurts the fun. The next very important point regarding the fascination of your level is its uniqueness compared to other levels, the “highlight”. Let’s just say that if all five levels in aaa game art studio Kevuru games in the laboratories do not differ significantly from each other, will these levels be of interest to the player? Of course not. Try to come up with something of your own for each of the levels taking place in the same type of place.