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Basic Interactive Level Design.

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Submitted by designerwatts on
Forum

Using my so very basic flash skills. [by basic..oooh boy.. BASIC!]

I made up this interactive level design. The level itself isn't all that interresting but the system behind it can be applied to more intricate levels and sections of levels.

http://www.furry.org.au/caroo/level%20design%20prototype.html

Submitted by LiveWire on Fri, 24/02/06 - 7:37 AM Permalink

nice (i just looked at the layout and hit the buttons, i didnt read any of the story info), this sort of design is done quite a bit, and there are some good examples on gamasutra as i recall. nothing interactive like this though, which is pretty cool. a good way to turn on only the essential information.

Submitted by mcdrewski on Fri, 24/02/06 - 7:56 AM Permalink

Nice work. One thing I couldn't work out was which bits are cutscene and which are player action. The writing surely suggests that bits of it are cutscenes, but nothing in the layout highlights those. For example, waking up in the cell, the elevator ride, etc.

...as the resident QA monkey here though, I can't help but point out some bugs - no offense meant, it's just habit now.

1) "your not pushing fast enough" on spash screen should be "you're not pushing..."
2) when "item placement mode" is selected many mouseover hotspots no longer work (clicking shows the 'construct mech keycard'
3) player path appears over "point X." text when displayed.
4) third class of enemy does not display
5) various other typos and odd sentences/punctuation.

Submitted by Caroo on Fri, 24/02/06 - 8:05 AM Permalink

quote:Originally posted by mcdrewski

Nice work. One thing I couldn't work out was which bits are cutscene and which are player action. The writing surely suggests that bits of it are cutscenes, but nothing in the layout highlights those. For example, waking up in the cell, the elevator ride, etc.

...as the resident QA monkey here though, I can't help but point out some bugs - no offense meant, it's just habit now.

1) "your not pushing fast enough" on spash screen should be "you're not pushing..."
2) when "item placement mode" is selected many mouseover hotspots no longer work (clicking shows the 'construct mech keycard'
3) player path appears over "point X." text when displayed.
4) third class of enemy does not display
5) various other typos and odd sentences/punctuation.

I stress the terms "Basic Skills" and "Prototype" XD

Some points you stated are due to imcompletion. And some are due to a lack of knowleadge in flash.

Submitted by mcdrewski on Fri, 24/02/06 - 7:58 PM Permalink

no probs - and no offense meant - I tried doing flash dev once and it almost killed me! [:)] I'm impressed.

Submitted by Slade on Sun, 26/08/07 - 5:37 PM Permalink

How would you go about designing levels with multiple floors?  Just use two separate maps I'm assuming and have some button to go to next?  Of course you'd also mark points of access to other parts of the level.  Just wondering anyway =)

I think it's a great how you've done this.  Where did you get your ideas from for this project?  I'm a level design noob but I'd like to know more if anyone can direct me to any good articles/books.

Cheers,

Anthony

Forum

Using my so very basic flash skills. [by basic..oooh boy.. BASIC!]

I made up this interactive level design. The level itself isn't all that interresting but the system behind it can be applied to more intricate levels and sections of levels.

http://www.furry.org.au/caroo/level%20design%20prototype.html


Submitted by LiveWire on Fri, 24/02/06 - 7:37 AM Permalink

nice (i just looked at the layout and hit the buttons, i didnt read any of the story info), this sort of design is done quite a bit, and there are some good examples on gamasutra as i recall. nothing interactive like this though, which is pretty cool. a good way to turn on only the essential information.

Submitted by mcdrewski on Fri, 24/02/06 - 7:56 AM Permalink

Nice work. One thing I couldn't work out was which bits are cutscene and which are player action. The writing surely suggests that bits of it are cutscenes, but nothing in the layout highlights those. For example, waking up in the cell, the elevator ride, etc.

...as the resident QA monkey here though, I can't help but point out some bugs - no offense meant, it's just habit now.

1) "your not pushing fast enough" on spash screen should be "you're not pushing..."
2) when "item placement mode" is selected many mouseover hotspots no longer work (clicking shows the 'construct mech keycard'
3) player path appears over "point X." text when displayed.
4) third class of enemy does not display
5) various other typos and odd sentences/punctuation.

Submitted by Caroo on Fri, 24/02/06 - 8:05 AM Permalink

quote:Originally posted by mcdrewski

Nice work. One thing I couldn't work out was which bits are cutscene and which are player action. The writing surely suggests that bits of it are cutscenes, but nothing in the layout highlights those. For example, waking up in the cell, the elevator ride, etc.

...as the resident QA monkey here though, I can't help but point out some bugs - no offense meant, it's just habit now.

1) "your not pushing fast enough" on spash screen should be "you're not pushing..."
2) when "item placement mode" is selected many mouseover hotspots no longer work (clicking shows the 'construct mech keycard'
3) player path appears over "point X." text when displayed.
4) third class of enemy does not display
5) various other typos and odd sentences/punctuation.

I stress the terms "Basic Skills" and "Prototype" XD

Some points you stated are due to imcompletion. And some are due to a lack of knowleadge in flash.

Submitted by mcdrewski on Fri, 24/02/06 - 7:58 PM Permalink

no probs - and no offense meant - I tried doing flash dev once and it almost killed me! [:)] I'm impressed.

Submitted by Slade on Sun, 26/08/07 - 5:37 PM Permalink

How would you go about designing levels with multiple floors?  Just use two separate maps I'm assuming and have some button to go to next?  Of course you'd also mark points of access to other parts of the level.  Just wondering anyway =)

I think it's a great how you've done this.  Where did you get your ideas from for this project?  I'm a level design noob but I'd like to know more if anyone can direct me to any good articles/books.

Cheers,

Anthony