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Sorry to be negative but, for me, this section is starting to feel rather long. This was the third (fifth?) consecutive lecture covering the basics of roughly sketching out a level, and it sounds like there’s another to come. Don’t get me wrong, there’s good stuff in here, but there’s a lot of puttering about as well. I recognise you are trying to show workings but personally I would prefer a balance with more focus and less noodling. What do others think?

Hello, here is how mine is looking. Really can’t wait to do more deign work such as grass and such things.

@BlackPhi, I haven’t minded the “puttering around”. It appears that there are many level design challenges that go along with the fixed angle camera we’re using. For example, having houses obscure the player, or having a less-than-dramatic castle reveal because the player is approaching from the wrong angle. For me, it’s good to see Rick having issues with this and having to resolve it. It would be much more frustrating if Rick had polished his design before recording and his levels just worked while mine had all of these problems.

Watching Rick having to re-position items and fiddle with heights and angles has made me aware of the need to consider the camera angle when sketching out a level idea. It also seems very important to start with the roughest possible implementation and play test it before wasting time adding more details and prettying up a level that isn’t going to work.

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Did I miss how Rick did the Water? I think I have done Water before but I was wondering how Rick was going to do it. On a different note I am thinking of switching my game to first person. This top down view just does not do it for me. Maybe I just don’t have my assets setup properly.

Interesting to observe how the relatively simple decision to have a fixed direction camera, creates such constraints on level design. Nothing wrong with fixed direction, but it does seem to lock you in… all the level design that is specific to this camera perspective means that changing later to a more free camera model would probably break a lot of level design?

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