A discrete space available to the player that forms part of a larger game world.
-1
votes
1answer
63 views
How should I store & read level map?
Ok, so I am trying to create a level map, but I don't know how I should store it. Should I use an array for every level? I feel like that wouldn't be very efficient though. I'm not sure what I should ...
0
votes
0answers
28 views
UE4 C++ Level Gen Collision not working
I'm using UE4.13.2
And seem to be having a problem with Level Generation.
for some reason i'm getting overlapping occure and i can't work out why.
Some Variables you need to know about
roomtoSpawn ...
1
vote
3answers
66 views
Load the prefab in the array by name in Unity
I'm using this line of code to select my level, and currently I have different scenes for each levels. I want to be able to reuse the same scene to change levels as well but I don't know how, here's ...
3
votes
4answers
196 views
Should I Have a Ridiculously Easy First Level? [closed]
I am making a game based on a grid and filling in certain squares with certain colors according to some rules. It is level-based, and the difficulty of a level is determined by the size of the grid ...
0
votes
1answer
46 views
Creating a 2D sidescroller with different behavior in each level
I'm creating a game with levels built from tilemaps in LibGDX. I've created the logic for the game that adds entities based on object layers, however, many levels have different behaviors. Do I need ...
0
votes
1answer
145 views
LibGDX - Managing and starting new levels
I have a Manic Miner style game where you need to collect all the items from a screen before you can advance to the next screen.
I have a screen class called "PlayScreen" wich starts out by loading ...
0
votes
1answer
52 views
What to do with empty space?
On the game I am developing, I have a very small amount of left-over space on each level screen (but on no other screens.) It is a little less than 5 millimeters (~1/5in) on the left side and bottom. ...
1
vote
0answers
58 views
Level data for Mario or similar platform game [closed]
It has become a widespread to implement a Mario-clone to practise writing platform games or in order to demonstrate how a game engine works.
For that reason I expected it to be easy to find level ...
1
vote
2answers
156 views
Drawing a level in SFML (C++)
So in an attempt to move out of the console environment I have set up an SFML poject in Visual Studio. I am currently trying to draw a stage from a vector within a vector (Matrix?), and the results ...
1
vote
1answer
65 views
Level/Asset design for performance Unity
I am a big fan of modular assets.
Currently I am designing a 3d game for mobile and I don't know how I should create my levels to get the most out of the device.
Should I...
create lots of "small" (...
1
vote
3answers
362 views
Managing data for large number of levels in Unity?
I am making a Unity game vaguely in the vein of Candy Crush Saga for a client and am moving in circles trying to decide how to manage the data for all of their levels.
In brief, they want to divide ...
0
votes
1answer
102 views
Old Age: Decreasing stats/attributes as characters level up
I just had an off the cuff idea of decreasing stats (strength/speed/stamina) as players level up. After all, higher level characters should have higher level of challenge! (And it's not hard to ...
0
votes
1answer
51 views
Ideas for refactoring regarding simple state management in entities and level
I'm actually developing a very simple 3D game, Arkanoid/Breakout style, with very simple mechanics, and it's progressing while I learn the game dev domain own concepts and techniques (My background is ...
-1
votes
1answer
70 views
Levels Map terminology
I wonder if this thing exists and how is it called?
What I mean is not "level editor", but a kind of cover map, where you select, which level you want to play and your character symbol moves to the ...
124
votes
10answers
18k views
How can I create borders in an open-world game that don't feel artificial?
When creating open-world maps, a big issue to take into consideration is how "borders" of sorts are implemented. Obviously, in an open-world game, there shouldn't be invisible-wall borders, as it ...
38
votes
9answers
9k views
Should I tell the player they have no chance of completing the level?
Suppose a player has reached a point where they have absolutely no chance of completing the current level, and must restart it and try again.
Should I notify them that they will gain nothing by ...
31
votes
5answers
5k views
How can I calculate current level from total XP, when each level requires proportionally more XP?
In my game, XP needed to reach the next level is Current Level × Level Threshold. Given that, how can I get my current level from the total XP ever earned?
For example:
Level Threshold = 50
Current ...
5
votes
1answer
125 views
How to implement level transitioning for 2D Platformer (tile-based)
I'm making a 2D tile-based platformer in C++/SDL and I want the player to move to the next level when they run off the side of the level, but I'm not sure how to implement this. I have tried putting ...
0
votes
1answer
108 views
Does level streaming in games load directly from the HDD?
I wondered if the level streaming loads directly from the HDD. My first thought was if that would not be to slow, or if the chunks are just loaded into ram and asynchronously processed if appropriate ...
3
votes
1answer
186 views
Easiest way to make a 3D overworld [closed]
Using something like Blender, would it be easier and more time and space efficient to create 'tiles', and use some kind of software like Tiled to use these tiles in the various maps, or would it be ...
1
vote
2answers
161 views
Algo for Minimum no of solving in a level like Bubble Blast2
Is their any way to make a algo to know minimum no of way to solve in Bubble Blast 2. I am trying to make a clone of it. My real problem is only to determine the minimum no of tap to finish the game. ...
0
votes
1answer
119 views
Developing game progress screen [duplicate]
I'm developing an application for iPhone with a screen where the user will track his progress. Something like so, as seen in the Two Dots game:
Currently I plan on creating this using constraints and ...
4
votes
4answers
238 views
Game numbers and meaning
Each game has it's own "maximum number". One question that comes into mind every time I play a(nother) game is how are these maximums determined and how do these affect gameplay? To explain, here's ...
1
vote
1answer
182 views
Component-Entity Systems Code Generation [closed]
I'm really enjoying component entity approach (I'm currently using ASH haxe, but particular language/framework doesn't really matter).
However the problem is - there're way too many elementary ...
0
votes
2answers
93 views
Still award achievements/badges on failing level?
I've got a simulation game where the player works through a series of missions/levels.
The player also earns in-level badges as he works through.
But, if the player fails a mission (and has to ...
0
votes
1answer
164 views
How to properly generate walls simulating perspective around stone in a cave-like level made of squares?
Long story short. My levels tiles currently look like this:
And i want them to look like this:
My levels are designed as 400x400 squares of proceduraly generated 0's and 1's, 0 representing dirt(...
1
vote
0answers
453 views
Level Select World Map with layers of images for score and completion
I'm working on an android game that will have a "world map" for selecting which level to play. Some examples of other games that implement what I'm trying to do are: Angry Birds, Kingdom Rush, and ...
2
votes
1answer
178 views
Level progression grid/chart [closed]
What I'd like to do is create a sheet where I can track character XP/level progression.
I created this by hand:
It's sloppy, but in the realm of what I'd like to generate on a computer. Each bar ...
0
votes
2answers
106 views
Level progression starting from target total XP [duplicate]
I'm sort of a newbie here, so pardon me if I don't get any of the lingo right.
But I'm trying to create a level progression that charts with the "10,000 hr" rule such that, basically, each hour ...
1
vote
0answers
479 views
Big game in Flash - how to create levels structure
I'm building a game in Flash similar to the structure of Angry Birds or Cut the Rope (where there are a number of "rooms" and unique levels created within each "room").
The user gets through the game ...
0
votes
1answer
1k views
Level loading works in Unity editor, but quits when deployed
In my level selection screen, all but the first level start out locked.
When I click on a level, it loads perfectly in Unity editor. However, when I build the game on a real device, the game stops as ...
0
votes
1answer
43 views
implementing different users in XNA - XML
So I am making a simple 2D game in XNA, and I want to implement different users (players), so each person playing can have their own high score, can only play levels they've already played, can only ...
0
votes
1answer
37 views
Restarting a game be resetting an object [duplicate]
In a game I made, I want to restart the game when the players presses a button.
I have an instance of a Game class, which is where most of the game happens.
I though that I could simply initialize ...
0
votes
2answers
1k views
How can I make different levels in a game?
Let's say I was working on a platform game. Each level has an exit. When the player reaches the exit, the game switches to the next level.
What would be the best way represent and switch to the next ...
0
votes
1answer
126 views
Sparsely distributed locked levels?
I want to include some locked levels in my puzzle app as a lightweight reward system. The levels play relatively quickly (average 1-min/level) and there are 100-200 levels in a pack. I prefer not to ...
46
votes
6answers
3k views
Why do games seemingly reload the entire level when restarting a level?
Is the data really modified that much during play?
I'm assuming the longish pause between restarting a level is the entire level reloading. But it seems to me that a well implemented system should ...
7
votes
5answers
3k views
How many levels should I make?
One issue I grapple with across many of my games is trying to decide how many levels to put in my game. This is across genres and platforms.
In general, constraints that may decide -- although they ...
29
votes
2answers
5k views
Random/Procedural vs. Previously Made Level Generation
What the advantages/disadvantages of using random/procedural generation vs. pre-made levels?
There seems to be few that I can think of, other than the fact that items may be a problem to distribute ...
4
votes
1answer
567 views
Keeping everything within one Activity
Overview
My game is currently based on a single activity (rather than multiple activities) and I would like to keep it that way.
At the moment, it goes straight into the game at level 1. I will ...
0
votes
1answer
1k views
Level/Map file creation and processing with OpenGL
How do levels/maps work in the game development world? Counter strike, which is a popular FPS that uses OpenGL as it's graphics library, has it's levels/maps created as *.bsp files. How do you create ...
1
vote
3answers
161 views
Which is better: More puzzle apps in Store or more puzzle levels in a single app [closed]
The Question: Given a freemium model (ad-supported with in-app-purchase of additional levels/hints)... are chances of overall success better with a single puzzle app with lots (but varied) levels/...
-1
votes
2answers
650 views
as3 game levels : frame to frame
which is easy and comfortable when programming a flash game levels. I ask this question for that because if I use frame to frame I will need to write code for each frame code area so the main class ...
2
votes
1answer
160 views
How do I manage multiplayer login?
How is the typical login, loading the level and spawning handled?
For example:
Client sends "iwanttologinwithcharacterx"
Server does some validity checks and instantiates characterx
Server sends ...
1
vote
3answers
210 views
Level and Player objects - which should contain which?
I've been working on a several simple games, and I've always come to a decision point where I have to choose whether to have the Level object as an attribute of the Player class or the Player as an ...
1
vote
1answer
395 views
Structuring various game states and unique levels
I have a game design 'structure' question that I'd like to throw out there. This question is about various ways of designing game 'states', and specifically a system of 'levels'. Specifically, what is ...
1
vote
2answers
287 views
How to build Arena-ish level using grid tiles?
I had an idea of procedurally generating arena-type levels in which the player would either fight hordes of enemies, or another skilled opponent. The level would be built at the very start of the ...
3
votes
1answer
1k views
How to load data for specific level at runtime?
I'm trying to create a game with many levels loaded from XML files. In my game I have many objects in each level.
At present my game contains 20 levels, and I load all the textures at once on startup....
0
votes
4answers
482 views
Is the city of the GTA, L.A. Noire, Assasins Creed or Saint Row games considered a level? [closed]
I'm trying to figure out whether or not the worlds in which these games take place are levels or not, for the sake of level design. I consider the world to be one big level and all the missions and ...
1
vote
4answers
702 views
What is the best method to use to write and handle multiple levels?
I have a level class that does all of the updating and drawing and everything pertaining to the level. My question is, what would be the best approach to creating different levels? Should I just ...
-4
votes
1answer
318 views
Database structure for level packs, levels and level information
I have a game which shall consist of several level packs (and also be extended by additional level packs). Each level pack should contain some levels. Each level will have its own level information.
...