level-design's questions - Hindi 1answer

201 level-design questions.

I’m making a top-down 2d game in Unity3D for Android-based smartphones. Currently I have two scenes - a preloader and the game itself with all the stuff I need packed into one scene file. Also there ...

Currently I'm in an associates program for Game Programming, but over the last semester due to my work schedule there was no programming class available for me to take so instead I decided to take 3D ...

I am making an classic 2D arcade ball game. There will be 100 levels in this game. And after the 80th level passing the level by doing some arcade stuff will be very difficult. For example level 100 ...

What metrics could be used to know what certain people think about the game and how much they liked it? I would prefer parameters that don't need players to rate by themselves. Would hours of playing ...

In WoW (World of Warcraft), players skip all quest descriptions, and mindlessly spam "auto attack button", ignore the environment, lore, NPCs as they never existed. I.e., they enter a brain dead "mode"...

I am essentially making deathrace the game. How do I give players incentive to finish or participate in the race instead of strictly deathmatching on the race track. Edit More Detail: General Race ...

I'm interested in how huge games like The Witcher 3 and Skyrim create and save the open worlds. In my own game I used a system where I stored the map data in a file seperated by commas. For example '...

We are developing an indie story driven adventure game and our writer is writing specific geography into her story. Is there any information on how to create height maps for specific geography? I have ...

Currently I have Ocean, Desert, Grassland, Mountain, and Snow biomes. These are generated in subtractive layers of noise that prioritizes Low->Mid->High areas using multiple noises around 8km across. ...

I am trying to design a level in Unity constructed from a number of tiles in a grid, that will wrap around in both directions as you move. My plan was to have trigger collision boxes on each side of ...

I'm currently working on a turn-by-turn puzzle stealth game (as a student group project), inspired by Tiny Heist. The basic mechanic is that every time the player moves a square / does a thing, every ...

I am trying some stuff on Unreal Engine to make something approching games like Commandos series. But for now, I'm stuck with something I can't figure how it is done : How are building interior ...

I'm trying to set a realistic limit on the number of bonus objects that randomly show up during a wave of enemies in my game. With each new wave I increase the number of enemies. During each wave I ...

Hi everyone I have made myself a little SWAT action FPS style game. I have the basis of the code very well set up (by my standards!) and can easily add enemies where I want that all act differently by ...

I understand the advantage of hexagonal tiles over square ones. But why aren't octagons used instead? I would think they would provide better, more natural movement in eight directions. I was ...

When creating open-world maps, a big issue to take into consideration is how "borders" of sorts are implemented. Obviously, in an open-world game, there shouldn't be invisible-wall borders, as it ...

What's the theory behind the Lighting an Game Environment in a Physically Based Renderer? As far my research, lighting an scene is done with different Rules and Different Ways of Lighting an Scene ...

I'm trying to design a maze using a mix of procedural and manual generation. I have the maze already generated and would like to place other objects in the maze manually in the editor. The issue is ...

I am creating a city from an actual city's height map, available from Terrain.party. I am getting the whole city in 4 map segments. Now, it's getting pretty inaccessible to carry out further works on ...

In this game, you have a 2d field with some free squares and two colored squares which you can move but only together (they'll move only if the spot is still "free"). And you have to fill whole free ...

I'm currently experimenting a little bit on level design. Let's say that I've a room composed of walls and a floor tiles. I'd like to apply to all these elements a sort of "grain" effect, similar to ...

I don't exactly make level art yet, but I practice with smaller elements to get the feel of how larger maps work. I am mainly a hobbyist 3d interior concept designer. I design elements that can be ...

Let's say I'm developing a game where a city is generated and buildings are placed in a random manner. Methods to generate the roads are easy to find, it is akin to creating a maze but I can't think ...

I’m an illustrator working on levels map art design for this side scroller game project that doesn’t have name yet. I’m reaching to you guys because this is my first time ever designing level map, and ...

I created a character object in Maya and stored it as char.obj, then I imported the object into Unity. The character object is not colliding with any other Unity objects like cube, plane, sphere, etc....

I'm in the process of creating a prototype for a 3d space game (3rd person). My question is this: How can a 3d space game have Zelda-like (or similar) dungeons in open space? Problems: Space has no ...

I'm an indie game developer, I'm working on a tower defense game (the monsters have to attack the tower, while the player should defend himself with the correct equipment in the level). Here is what ...

I've got an algorithm that generates a cave procedurally, the map is modeled in the data as a 2d array of 0s (empty space) and 1s (wall). The algorithm works just fine, but I've got quite some ...

I am making a game with the basic RPG elements: levels, xp, items, currency, stats, spells and monsters. The only different thing is that the player doesn't have hitpoints, you can't die. It's a ...

I want to have a semi-procedural level, where rooms are pre-made but the way they're connected are proc-gen. The connections need to really exist - you can walk between rooms in hallways - not just ...

I have the following classes and json file, i thought id followed the documentation exactly but I am clearly wrong. Can anyone see why I get an error just saying : INVALID VALUE in my unity console: ...

I'm trying to get my head around using JSON files to store level data . Specifically in this example is to make my walls. (its a top-down game like pacman). Each wall prefab is a 1x1x1 cube. I just ...

If all players are spawned at random positions the same distance from adjacent players, the number of players will be proportional to the likelihood of their spawn positions being unfair. The closer ...

I just purchased Unity Plus and it automatically upgraded me to version 2017.1.0f3. It is great so far except for one thing... It seems like the SceneManager is screwing up now! Sometimes it does not ...

I'm started a XNA project to make a game similar in gameplay to Super Spy Hunter on a NES, which is used as a feature reference. The first thing I thought of is how to store and display level. ...

What does it mean if I'm designing an environment and I want to test it in the game engine, to see what its like to "run" [or fly] around my environment? I heard an instructor say that exact thing in ...

I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could ...

Are there any conventions and/or best known methods around coordinate systems in game maps? Is the origin usually positioned in the center of the map? Or does it live in a corner and the map is built ...

This question has probably been answered before but I've not been able to find the answer, since I'm not able to frame the question with brevity. So the whole question is :- The worlds/levels that ...

I am going to work on a map for my game that is in first person mode. This is the story(planned). He is on a sinking ship and he wants to escape before the ship sinks. He has a few ways of doing so, ...

I am wondering what is the most common and best way to design a game in Unity from the point of view of best practice and performance and the most easily maintainable? Is it really performant to ...

I am trying to make the age-old version of pacman. And only then that I realized that I need to spend a heck lot of time for making the tile matrix itself. It gets messy more and more. I've also ...

Assuming I have an array of models, textures a lot of state variables (XP, HP, positions, gold etc.). I wish to store those in a file which I can load later on, the game is a GLFW project, what is ...

In a game engine I'm working on, I'm using scenes similar to what you would find in Unity. The entities, in my game, are composed of reusable components and custom data which is linked to those ...

Take a look at Super Mario, or even PacMan, or Arkanoid. How are their levels made, do they created a simple level editors to visualize them, or they designed them by hand (directly with code)?

I'm currently looking into level design books. So far I've read two, The How's And Why's of Level Design and the Ultimate Level Design Guide. While both were useful they did not discuss layout and ...

Just to explain the kind of look that is refered to in the question, it is apparent in the game Toejam and Earl 2. Not asking how this was made but would like to know how you could efficiently blit a ...

So I've got a simple game with different levels. For the most part the levels use the same code, with only slightly different things. Do i have to make a new Activity for every level? The app will ...

Sup? I've been working on a new environment scene inside 3ds max. It looks something like this - When I used the cry engine exporter to export my assets onto my level, I've been getting very weird ...

I'm working on an Infinite Runner game. I have created many level blocks(sections) with different obstacles and pick-ups for the player. They are positioned and placed manually, in such a way, to give ...

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