What I mean is, how did you come up with the levels? Did you just make interesting arrangements until you got fun ones?fysx wrote:Thanks!Tesselode wrote:I beat it. Very good game.
How did you do the level design?
We made a level editor relatively early. With it we could easily make new levels and test them quickly. The editor is available when pressing 'e' in the 'select level' screen.
GGJ12: I hate myself
Re: GGJ12: I hate myself
Re: GGJ12: I hate myself
Basically yes. I guess this is something you have to play around and use your intuition in general.Tesselode wrote: What I mean is, how did you come up with the levels? Did you just make interesting arrangements until you got fun ones?
When thinking about the mechanics, one could derive some properties that can be used to make better levels or create new game elements. For instance, all past players will have always a constant distance to you with respect to time. This means it does not matter whether you make a short break at some point, because all your followers will make that exact break.
But I guess we did not have enough time for this. So we ended up making as many levels as we could think of (in total there were maybe 14?) and then chose the ones we thought best and tried to order them in a playable way. Also, we all made levels and did them entirely different. I think this helped, too.
Bird thing: @fysxdotorg Blog thing: fysx.org
Re: GGJ12: I hate myself
Randomly stumbled upon this looking through /r/gamedev
Gratz dude.
http://thatsnail.blogspot.com/2012/02/h ... hours.html
Gratz dude.
http://thatsnail.blogspot.com/2012/02/h ... hours.html
Re: GGJ12: I hate myself
Wow, this is crazy! Thank you very much for that link!
(It put a wide grin on my face, seeing our game mentioned right next to "Fez"...)
(It put a wide grin on my face, seeing our game mentioned right next to "Fez"...)
Bird thing: @fysxdotorg Blog thing: fysx.org
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