What's your designing process?

Talk about the level designer. Read about tips and tricks and share ideas.

Moderator: Level Moderator

What's your designing process?

Postby Oranjui » June 23rd, 2015, 6:44 am

Just curious about how everyone actually goes about designing levels. I saw Kary's post in the contest announcement thread and noticed that he said he had to go though and put in scenery after having designed the actual level, and I realized that I don't do it that way, and everyone probably has their own method. Personally, I've never been all that into LDing, so I typically end up just winging it with little to no plan in mind, and I do everything all at once--landscape, scenery, enemies, triggers, other gameplay things--just in small segments as I build it up more and more. So how do you guys do it?
User avatar
Oranjui
Minister of Oerhaos

 
Posts: 1914
Joined: June 26th, 2010, 6:49 am

Runolympics 2015 MVP

Thumbs Up given: 388 times
Thumbs Up received: 188 times

Re: What's your designing process?

Postby Worldsixthocean » June 23rd, 2015, 10:12 am

1.I will think about the start of the level first (Usually I will make the start as beautiful as i can, or from the level in The game i played.)
(For example, New Super Mario bros.Wii World 4-1)


2.I will try to make that beautiful picture possible in start of the level.
Image


3.Think of all new mechanisms you can do in LL by triggers. (Wind,Falling ice,or anything does not make sense in real life but if you think the level will be more challenging if you put that mechanism in, count that in.)

4.Think of "the whole picture" of the level. And I gonna put that new mechanisms somewhere in "the whole picture" in the level. The new mechanism can be appear more then once and should make it a little bit different.

5.Make that "whole picture" literal.

6.Decorate.

7.Test for bugs and difficulty of the level.

It's quite hard to tell what I thought because it is too abstract to tell how I design levels while I just have limited vocabulary. But hopefully it can help you.
Last edited by Worldsixthocean on June 23rd, 2015, 10:21 am, edited 1 time in total.
Image
User avatar
Worldsixthocean
Post FLUDDer

 
Posts: 69
Joined: May 10th, 2015, 4:22 am

Cookie
Goldy301: "I know this may be too late but finally I got to give it to you! What is it? The Cookie Medal! :)"

Thumbs Up given: 2 times
Thumbs Up received: 8 times

Re: What's your designing process?

Postby Karyete » June 23rd, 2015, 10:21 am

When I have the freedom of choice (read: when I'm not in an LDC) I like to put the player in exciting situations. Currently, I have a WIP level on hold which is literally just a bridge. One long, old, precarious bridge. And yet I'll try to make the ambience and setting as exciting or nerve-racking as possible. Trust me, it works.

But yeah, in terms of the process I tend to design the layout and trigger work of my level first, occasionally throwing in some scenery or enemies that I think work too well to put on hold. Then I go through afterwards and add all of my aesthetical stuff.
Image
Major credit goes to l.m for this!

Museum of Monsters

Most recent SM63 / LL level: Flickering Forest
User avatar
Karyete
Moderator

 
Posts: 1745
Joined: March 6th, 2011, 4:35 am
Location: Yes

LL Level Designer Contest Winner
LL LDC #4: Ruins/Temple

Thumbs Up given: 273 times
Thumbs Up received: 148 times

Re: What's your designing process?

Postby Supershroom » June 24th, 2015, 8:14 am

Usually, no matter if SM63 or LL, I make a rough layout of a transition first, then elaborate the tiling, and then proceed with itemization. If I have something cool in mind, I sometimes also do a bit of itemization while completing the tiling.
Image

Thank you, FF.

Nan's sig! From the previous Secret Santa event!: show
Rating standards: show
1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

2 stars: (6 - 9.75) These levels are not terrible, but poor. They're too short, lack scenery or they have errors and/or bugs but it's still barely enjoyable. Again, spend more effort and try to do better. (if it's your first level that I rate two stars, it's not bad. There's a long way you can still go)

3 stars: (10 - 12.75) These levels are about mediocre. They may be still a little bit short, the gameplay is fine but not very original and graphics are also solid, but not breath-taking. Try to keep improving!

4 stars: (13 - 15) These levels are nice, but not the best. Effort has been put into them, there can some professionality be seen in gameplay and graphics, they're a nice experience to play, but there are still things you can do to make it even better. Try to go the extra mile!

5 stars: (15.25 - 20) These are really great levels, those which, as said, I would give more than 15 in an LDC. These suffice many high requirements, and it already goes into subtleties if you want to make them better. These levels are successful all around. Bravo.

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
Look at this!: show
My total SM63 level experience: 2803 levels.
Total coins collected in these: 306800

The WITBLO11 Tribute


A showcase of the 25 best levels of 2011, including such fantastic levels as Niveau Victorieux Galaxy, Plastic Beach, Dimension Infinity, Realm of the Heavens/Parallel Spires, and more!

My Level Collection: http://runouw.com/forums/viewtopic.php?f=25&t=47186

Other Important Links:
Last Legacy Level Designer tutorial
Eternal SM63 Medal Table
Eternal SM63 Score Table (all LDC scores available)
Top 10 Lists for LDC's (highest averages in a single judging criterion)
Runouw Votes Eternal Table
User avatar
Supershroom
Our local SM63 Spielberg

 
Posts: 1802
Joined: June 21st, 2014, 5:22 am
Location: Filmstudio for SM63. Sometimes also LL.

Runouw Votes Winner
New Years 2016: Best Level Winner (Ride Through The Mines)

Thumbs Up given: 244 times
Thumbs Up received: 126 times


Return to Last Legacy Level Designer