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User | Post |
Astrophel Posts: 517/2724 |
In an RPG: I like relatively simple dungeons (early on, and that's where some people have problems making them) with a few good puzzles, and some very well hidden (and very valuable) items.
... shit, I remember one item that my friend Phillip found in FFVI.. it was in that mountain area right after South Figaro... I couldn't believe it; I had cleared that area MULTIPLE times, and never got it. That's what I mean by well-hidden items... though how he found it on his first try, I'll never know. In a platformer: Background scenery must be used well. Additionally, no cheap one-block jumps unless it's just to get to a secret area (that isn't required to beat the level/game). The level should be interesting, one in which you're never just walking forward, and it should flow relatively well and each level should have a focus; if there's a relatively flat level with most jumps being over pits and short obstacles, it doesn't follow to stick a tall wall in there. There, that's my two cents on two types of games. |
The Accidental Protege Posts: 713/2641 |
Considering it's an RPG that's being made, I always like good puzzles with lots of event fights, and good opportunities to get cool stuff. |
TiTan182 Posts: 21/23 |
In your opinion, what are some aspects of good level design? This can be for any kind of game. |