Quantcast
Channel: level design – Ludum Dare
Browsing all 10 articles
Browse latest View live

Time to write some levels.

After a short night of sleep, time to write some levels to my game. I´m a little afraid that I may have made the game too hard, and that only luck will carry you through without dying at least once....

View Article



Image may be NSFW.
Clik here to view.

Understanding Katamari: the level design of The Sentient Cube

[Cross-posted from Omiya Games blog] Designing the levels for The Sentient Cube was a fascinating exercise, and one that provided a great insight in how Katamari Damacy was designed.  Both games have...

View Article

Image may be NSFW.
Clik here to view.

The rest of the game design notes

[Cross-posted from Omiya Games blog] Here’s a dump of all the design decisions I’ve made on The Sentient Cube. First, the debug level. Always gotta have one for Unity. It’s a great place to create...

View Article

Image may be NSFW.
Clik here to view.

First level mostly finished

I think I may finish on schedule (I tried to auto complete that sentence with Ctrl-space LOL). I have most of my first level done: I think I may also get autotracker. Could anyone tell me if it is hard...

View Article

Image may be NSFW.
Clik here to view.

Procedural Maps

In my personal slow-Jam I’m working on I decided to leave everything to Random and a few parameters. Still there’s the need for levels, and the very basic requirements that everything should be...

View Article


Image may be NSFW.
Clik here to view.

Level design sketch

  A sketch of our game level design. Doors, movement of enemies and some dark areas to hide.

View Article

Image may be NSFW.
Clik here to view.

Luminess Post-Mortem: Level Creation Work Flow

      Our experience in previous jams has taught us that with the short time frame you need to streamline workflows and divide up tasks.  During the planning phase of Luminess we made it a goal of ours...

View Article

Image may be NSFW.
Clik here to view.

Three Hours In: The Doorman

Jacob (known as jtpup0), and I got about three hours in last night before we decided to call it a night and catch some sleep. We started working on a game called Doorman. Our unconventional weapon?...

View Article


Image may be NSFW.
Clik here to view.

Fear Me! – Post-mortem (pun not intended)

In Fear Me! you play as a happy-go-lucky ghost who has recently breached the veil of the damned in pursuit of his favorite leaisure activity – scaring children. A sort of action-puzzle blend, check it...

View Article


Image may be NSFW.
Clik here to view.

Transformagician Level Generation and Design

I already touched upon the level generation in the Developer commentary video, but that’s not enough info now is it! Here’s some more… Tiles One of the easiest ways to construct a virtual environment...

View Article
Browsing all 10 articles
Browse latest View live




Latest Images