Devlogs
Notes on Level Design
TBD FPSA downloadable game for Windows, macOS, and Linux
In spending about two weeks fiddling with an automated level generator, and finding weaknesses with both that and a modular NavMesh apparatus, I went back to hand-building levels, at least for this project. So far, I've learned this much experentially:
- In terms of rooms and corridors, the entrance and exit(s) should be an appreciable distance apart. In a largely-linear level, entry and exit should be almost diametrically opposed.
- Cut irrelevant paths to a minimum, both in "how many" and "how far it goes". Justify a few side paths by placing items to make it worthwhile (e.g. treasure or enemies worth experience points)
- When placing sections in a map, it helps to name the sections to remind yourself what you wanted to place inside said sections, like "trap" or "treasure", possibly allowing for multiple items in a given room/corridor.
- If multiple routes lead in to the same point (especially in the case of an exit), they should be of roughly equal levels of hazard/gain. This rules out short-cut routes, even if laden with more enemies, for a player may simply dash his/her way out of multiple confrontations.