How To Level Design in 2D Platformers - Devlog 6

How To Level Design in 2D Platformers - Devlog 6

Let's Talk Game Design

3 года назад

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@mercat5880
@mercat5880 - 04.12.2020 01:22

Add a drawing sandbox optional level

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@tehabruh
@tehabruh - 05.12.2020 10:38

GOOOOD SHIT! KEEP IT UP!

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@jeremyryan4486
@jeremyryan4486 - 06.12.2020 07:05

so I was looking at the trail that the player has and thought maybe when you beat a level it shows what you drew in like "a this was your path",
or just a time trial thing where it shows your old path as you play.

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@domeldridge2994
@domeldridge2994 - 06.12.2020 09:13

I wanna speedrun this game sooo bad

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@justjamminjazzy
@justjamminjazzy - 08.12.2020 19:14

Love the game so far. Just want to say the the trail the player leaves looks kind of messy. If it was a consistent fluid line it might look better, but now it looks choppy and inconsistent

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@ja100o
@ja100o - 09.12.2020 01:28

When you go into the finish, the trail point stays there in a solid color.

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@WhimsicalGobelin
@WhimsicalGobelin - 09.12.2020 16:57

This game looks really promissing, good work man !
(Also congrats for the 1K subs)

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@yahyashafqat7352
@yahyashafqat7352 - 10.12.2020 18:16

yea man love the game only suggestion I'll give is for you to actually make a max length for the player's trail for in its current state I guess that it is just a little OCD enticing for some p-layers

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@geraldzakos5681
@geraldzakos5681 - 10.12.2020 23:20

Ghost mode = Little Big Planet flying

Change my mind

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@bendyvend
@bendyvend - 11.12.2020 18:26

pronouncing kvistbro like that is a sin that will never be forgiven
best regards- me a swede

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@masterzbs4988
@masterzbs4988 - 12.12.2020 09:20

maybe change up the background on vertical levels

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@davidgeorge5863
@davidgeorge5863 - 13.12.2020 13:46

Hi awsom

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@davidgeorge5863
@davidgeorge5863 - 13.12.2020 13:47

V

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@davidgeorge5863
@davidgeorge5863 - 13.12.2020 13:55

K

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@nikamoongod94
@nikamoongod94 - 13.12.2020 14:53

Crouch Slide It Will Be Cool

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@djunleash
@djunleash - 13.12.2020 23:33

Is this game out yet? I cant find it on steam.

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@0sac
@0sac - 15.12.2020 06:32

it's hard to tell from the video, but a possible problem could be the ability to infinitely climb a single wall with wall jump combined with double jump?

im pretty tired right now so apologies if that was mentioned anywhere in the video

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@KelvinShadewing
@KelvinShadewing - 16.12.2020 21:23

Wait, that wall jump only level actually looks fun. I wanna try it.

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@rmr_md6834
@rmr_md6834 - 17.12.2020 20:55

Maybe when you are sliding down walls you can make the player slide faster and faster and faster and faster and faster and faster and faster and faster and faster
















and faster by time until he gets/jumps off the wall.

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@hossainsalman6845
@hossainsalman6845 - 22.12.2020 23:54

That was actually very helpful. I was looking for some more GMTK like game design content.
Hope your channel grows big. Keep it up

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@khaledbawaneh5319
@khaledbawaneh5319 - 24.12.2020 19:40

You should consider putting spikes on the outer side of walls since players will be able to just double walljump up the outer side of walls to skip over challenges
You could also intentionally keep the outer side of walls non-spiked in some situations if you think it would lead to more challenging or interesting situations

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@CHONK-Music
@CHONK-Music - 30.12.2020 17:53

Not going to lie, that wall jump and spike level looks amazing.

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@WallJumpGames
@WallJumpGames - 06.01.2021 19:10

I actually liked that level a lot, the one at the end. It kinda reminds me of one of my favourite mobile games, called wall kicker

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@supercyclone8342
@supercyclone8342 - 12.01.2021 02:42

So I've been working on my first 2D platformer on and off for 2 years now. Problem is, my dumb behind decided to make it a metroidvania with deep lore...
I've restarted with more experience and I decided to temporarily turn it into a normal 2D platformer. Your level design talk is helping a lot!
Also, I just watched a really good GDC talk on the level design of Celeste.

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@EnricoUniverse
@EnricoUniverse - 14.01.2021 07:05

that spike level at the end honestly looks like your most interesting level thus far

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@Skeffles
@Skeffles - 15.01.2021 19:24

I skipped this one so I've just gotten back round to it. The playground looks like a great solution to my old comment. I do think hub worlds are awesome although usually underutilised in 2D games

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@Flux_One
@Flux_One - 05.02.2021 23:21

Platformers don't follow a path to the left because we 'generally speaking' read from left to right

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@AidenTheRealShadowwolf
@AidenTheRealShadowwolf - 06.02.2021 09:47

For the game im making every boss thats defeated makes the player remember certain skills or after the 3rd boss he gets a shield after the 4th he learns simple magic etc

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@whalics
@whalics - 07.02.2021 10:27

Why not make that bubbly grayish circle background you use a background in your game?

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@KillingSurvival
@KillingSurvival - 22.02.2021 03:46

That last clip of that “ultra hard” level was amazing! Idk how many levels you are putting in but I’d certainly be looking forward to playing that level 😁 talks a lot about my inability to design things for other people to play - always waaay too hard

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@kestanecihasanpubg
@kestanecihasanpubg - 04.03.2021 19:10

you should play celeste

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@CriticalKunic
@CriticalKunic - 17.03.2021 21:30

Why not make the main menu the playground? The player has to know how to wall jump to get to New Game or something.

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@theothetorch8016
@theothetorch8016 - 01.04.2021 16:48

Now I wanna buy the game just to go up on a wall like that. Ya know, the one you said was really satisfying. Btw thank you for teaching us design. I agree with everything here. (Not binge
watching)

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@smokeback
@smokeback - 19.05.2021 19:46

just came across your channel pure gold as a game dev.just subbed

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@MicahBuzanANIMATION
@MicahBuzanANIMATION - 10.06.2021 00:40

Learned a lot from this - thanks for sharing your insights!

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@pranavbadrinathan6693
@pranavbadrinathan6693 - 25.06.2021 18:55

>It's horrible, makes no sense, and should/will not be in the final game.

Sounds like Path of Pain from Hollow Knight. Though, that actually worked out! Put your level in the final game!!!

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@ketamu5946
@ketamu5946 - 07.09.2021 00:44

The left to right direction is simply based on our reading direction. Japanese game makers got inspired by western games and just took over that habit, eventhough their reading direction is right to left

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@MrCrompz
@MrCrompz - 02.10.2021 10:32

Is it just me or do you sound like mumbo jumbo

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@RealCoachMustafa
@RealCoachMustafa - 11.01.2022 18:49

It's ironic that you say a platformer shouldn't go left, and then you immediately mention Pitfall. The pro-move in Pitfall is to go left. This gives you an advantage because the enemies move away from you since they start on the left side and move right.

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@KoshNaranick
@KoshNaranick - 30.03.2022 04:50

what game engnine/software are you using for making your games?

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@_dense
@_dense - 22.09.2022 17:44

err you didn't make up a jump grace period

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@cheeseboi9740
@cheeseboi9740 - 27.05.2023 00:11

get rid of u adz doofy dooger!?!?!?>>>>>....>> 2

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@guerringuerrin
@guerringuerrin - 17.07.2023 21:07

For those newbies who wants to make a game as I am. This kind of videos are very very important and useful. TY

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@brewdles23
@brewdles23 - 16.10.2023 08:34

One thing about never moving left - there's an old game I can't remember of where you started on the right and moved left, because you were the bad guy and bad guys always come from the right.

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@phat-kid
@phat-kid - 05.11.2023 08:07

the best way to play pitfall is to go left from the beginning. blew my mind when someone showed me that.

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@LTGD
@LTGD - 27.11.2020 22:01

I know, I've done the "cut to black and whisper" joke a lot, but you have to understand, it's only because I'm a comedic genius.

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