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Captivate



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8th September, 2007 at 23:14:24 -

... do people typically aspire to have in their first game?

Thanks!


 
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9th September, 2007 at 00:38:04 -

I had 10, set yourself an easy minimum and if you feel like going above and beyond, do.

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Dr. James MD

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9th September, 2007 at 05:57:42 -

I've always liked adding lots of levels, I think my early games had about 30 or so. Henry has about 70! TNSS has 121. My current game has 70 rooms and is nowhere near complete.

 
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Joe.H

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9th September, 2007 at 08:46:12 -

You could essentially use one frame, and have all the objects in that frame, as tiles etc (or as external files), and basically use a level generation system to load specific tiles for that level.

 
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9th September, 2007 at 09:16:34 -

Considering that is the first game, i think that would be a little tricky. To be honest i'd go for less than ten, do 5 or 6 but learn how to make each level really shine. Then when you try to make a new game after perfecting the old one, you will have learnt what does and doesn't work.

 
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9th September, 2007 at 09:31:09 -

maybe around 20. I usually make 2 normal levels followed by a boss level for each world.

 
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Silveraura

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9th September, 2007 at 10:44:19 -

I aimed for 50 levels in Diamond: Revolution 2, but fell short and released at 40. Sort of regret it now though.

 
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AndyUK

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9th September, 2007 at 13:30:18 -

I just made as many as i felt like. Then when i finished it. It seemed like it had enough.

 
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AsparagusTrevor

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9th September, 2007 at 16:09:14 -

Every game should have twelve levels. No more, no less.

 
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-Liam-

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9th September, 2007 at 16:09:59 -


Originally Posted by AsparagusTrevor
Every game should have twelve levels. No more, no less.


The perfect game.

 
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Knudde (Shab)

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9th September, 2007 at 16:21:35 -


Originally Posted by AsparagusTrevor
Every game should have twelve levels. No more, no less.



I'd have commited suicide if Contra 3 was that long.

 
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Matt Boothman

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9th September, 2007 at 16:23:06 -

Depends how big the levels are.

Alas, I'd say five gfx-sets is enough for a generic platformer for example (grass, desert, ice, fire, watery), with maybe two or three levels using each gfx-set.

 
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Joe.H

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9th September, 2007 at 16:59:11 -

If you're feeling extra adventureous, you can use 2px black outlines on everything for that authentic same-y platformer look

 
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9th September, 2007 at 17:08:55 -

I love that look. I don't use it enough though.

 
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10th September, 2007 at 07:40:29 -

I always have to set a small number of levels so I don't get tired of the game. If I need more, I add them.

 
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10th September, 2007 at 13:50:04 -

Creating benchmarks for yourself helps you create levels, things such as parts or zones or worlds.
Say each world has 5 or 10 levels, you can make 1 world and take a break. Make another world and take a break, etc.

That way you don't get bored with the game, over stressed, or what ever, and the player has a way to track his progress without using large numbers. World 3 level 4 is still sometimes easier for people to remember then level 34.

 
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AndyUK

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10th September, 2007 at 19:18:04 -

I take a 10 minute break after every object is placed.

 
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10th September, 2007 at 19:23:35 -

I stare at a blank screen for half an hour, then close it.

 
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11th September, 2007 at 05:03:18 -

It depends heavily on the game type of course! If the levels are short, fast to pass and they are relatively easy to make, you'll have more of them. For example, Abstractica 3 has 545 levels in it. Then again, if it's some adventure/platform game, the situation is completely different and already 10 levels may be much. So without considering the game type, you can't say what's a suitable number of levels.

 
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Matt Boothman

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11th September, 2007 at 06:44:43 -


Originally Posted by Ricky Garces
I stare at a blank screen for half an hour, then close it.



I thought it was just me!

 
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Del Duio

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11th September, 2007 at 07:46:43 -

Captain of the Guard was my first real MMF game, and had about 30. I think people are usually really excited about making their first game, and tend to have a lot of levels in them. I did, at least. I had a lot of fun with it, regardless.

 
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12th September, 2007 at 07:42:31 -

Hi Del Duio

 
Old member (~2004-2007).

Del Duio

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12th September, 2007 at 08:52:13 -

Hahaha, you stalker! You should have Evil Purple Rovert until Hasslevania comes out. That way I will rush to do so!!

 
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Captivate



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12th September, 2007 at 10:50:49 -

Interesting thread and great feedback! Thanks, guys!

@ Joe: All the game-design stuff that I have read says that hand-designed levels are a must. No?


 
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12th September, 2007 at 19:53:40 -

hand designed?

like actually making them yourself rather than it being generated?

 
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-Nick-

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12th September, 2007 at 20:00:01 -

If you mean do you have to plan it with pen and paper before hand, that's complete nonsense. It can hrlp sometimes, but if you've got a solid idea in your head just go for it! You only need to plan stuff out on paper if you're going to have some very complex events going on, such as puzzles.

 
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Del Duio

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13th September, 2007 at 09:24:38 -

Image

Drawing it out on paper might be a good idea, but you shouldn't hang your hat on it. A lot of times your sizing might be off and it'll mess up the overall level when you go to put it all in the program.

But it's still a good way to get your general ideas out.

Image Edited by the Author.

 
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"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

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