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Level Design Philosophy
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Level Design Philosophy
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Level Design Philosophy
Ireland Evan.F
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#6
04-14-2020, 05:24 AM (This post was last modified: 04-14-2020, 05:26 AM by Evan.F.)
Although I'm not that great at it, game design for any platformer revolves 3 parts (I'll use the set-up, conflict, resolution writing model for this)
Set up - Introducing new mechanics and maybe some recurring ones. The main mechanic (most likely the new one)
Conflict - Expansion of what the mechanics can do, both alone and together. These should get more challenging
Resolution - A final test of the mechanics

Conflict is typically made of 3 more parts
Beginning half - Buildup of the new mechanics
Midpoint - Good place to put the checkpoint, serves as a break between the 2 other phases
ending Half - New mechanic is introduced and the two mechanics are combined into a more interesting challenge, builds up yo the climax

Mario level design also has another part
Breathing Room - occurs frequently between challenges in Mario games. I recommend Ceave Gaming's video on Mario level design seen Here for how it works

Other parts that are used in certain areas are
Bonus areas - Areas away from the main path, mostly for fun
Challenge areas - Areas away from the main path, mostly for challenges with a collectible item at the end (think Celeste's challenge areas)
Pre Boss Areas - Quiet areas before a boss fight, usually with a checkpoint/savepoint and/or power-ups. Doesn't have to lead to a fight, mostly a major challenge.
Secret areas - Areas with secrets, such as alternate exits and Easter eggs (think the Keyholes in Mario World)
Setpeices - Parts of levels made to show off action, usually short with little gameplay. (think the lava chase scene in Sonic 1)
Scripted Events - Similar to setpeices, but with no gameplay (think the Orca chase in Sonic Adventure's first level, or any other modern Sonic level)
Transitions - Seen in open world / Metroidvania design. Areas connecting locations for easy travel between them, can contain other sections in it (The only one that comes to mind is the Glass Straight from Iconoclasts, it's also an example of adding more sections too a transition, as it has a secret boss and other challenges inside it)
Boss arena - Rooms for Boss fights, sounds simple but is probably the harder of them to design as it has to make the boss interesting and challenging (not all boss ideas work in a flat area)
Auto-Scroller - Sections/Levels where the screen moves without player imput (think airships in SMB3)
Ending challenges - Challenges at the end of a level, usually based on the main gimmick (think the goal pole in Mario games)
Cutscene Areas - some games will often have cutscenes mid levels, a unique looking area can help make this moment important

Hope this list helps people!
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Messages In This Thread
Level Design Philosophy - by Mariotroid - 04-11-2020, 06:22 PM
RE: Level Design Philosophy - by GeneralGuy - 04-11-2020, 07:27 PM
RE: Level Design Philosophy - by VinnyVideo - 04-11-2020, 09:27 PM
RE: Level Design Philosophy - by Vert - 04-12-2020, 05:18 AM
RE: Level Design Philosophy - by The Dark Warrior - 04-14-2020, 01:46 AM
RE: Level Design Philosophy - by Evan.F - 04-14-2020, 05:24 AM
RE: Level Design Philosophy - by Vert - 04-16-2020, 01:23 PM
RE: Level Design Philosophy - by Evan.F - 04-16-2020, 03:12 PM

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