(04-16-2020, 01:23 PM)Vert Wrote:I'm mostly referring to parts where the level takes a break from the main gimmick. I feel I should remake the list to refer to it as a Break and what your referring to as Breathing Room. Having time to rest between action pieces. It is important to have a balanced amount of action and breathing room. (too much action can make things overwhelming if you don't have something like Celeste's checkpoint system (or the game is centered around action in a way that makes it work), and too much breathing room can result in boring and unmemorable levels)(04-14-2020, 05:24 AM)Evan.F Wrote: 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
I wanted to single out this part in your post in particular because breathing room is so underrated. I've seen so many games, even commercial ones, that are just non-stop action. It's super overwhelming if you get nothing but enemies around every corner, it gets really tiring and boring quickly. You need to have both highs and lows.
That goes for every piece of media, really, now that I think about it.
Thanks for reminding me about Breathing Room in that context. It is a very important part of level design and it I feel that I should have put it in. I probably also mention other important things. Might make a full version at some point with more detail on Setting and Enemy design.
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