I do not know how nobody knows me in that topic in the forums, but i don´t worry, without more for say...:Somebody post wrote:Hey dude, Why you don´t do a thread of your complete game level design?.....greet me
How to design a good type of complete game in MMM
Weapons are most important things in complete games, becaouse this assets define your fate and your actions, so you have to pay close attention for which weapons for choice, because if you choose a boring weapon, that could be the less used weapon in the game, for example: Silver Tomahawk is (At least for me) a boring weapon, i just shoot an axe in an low opportune angle and this have low utility; but for example: Danger Wrap is a very cool weapon, because i can do pass mines in conveyor belts and other movile platforms, i can wrap small enemies in a bubble and cause more damage in enemies than with an empty bubble.
In other worlds, you have to choose good weapons for make a good game.
Select weapons with explorative utilities;
Some enemies are weak to some weapons, you try of select weapons that can do it, and try to not mix too much weapons with same advantage.
Okey, i won´t explain too much, just select a soundtrack that fits well into the level, you have to give the feeling of the environment in which the player is.
If you want make a good mega man level, you have to select good backgrounds dor your levels, ask yourself: What class of level i want do?, if you wanna make a forest, you can select the backgrounds of Wood/Torch/Concrete Man Backgrounds, i do not say Plant/Napalm/Search Man, because that are jungle, not forest, something you have to considerate in your level is know how to distinguish well those small differences.
Same than Backgrounds, but don´t scare for quantity of tilesets, somethimes more is better. A good idea is convine some tilesets as if it were filler, for example: You can put one tile in middle of another tile, for simulate that is another thing more that at first sight.
I created a good player system for play some games, if you put utility weapons and thoose are diferent depending on the character, you can put diferent teleporters for limit selectable profits.
And finally, not the most important category, but the one I like the most: The enemies.
You have to be very careful with which enemies to choose in a level, because a bad election, can ruin a good level design, and a thing more difficult but it's worth trying is set enemies with weaknesses to certain weapons and some more difficult is that it weapon be same weakness that with the level boss, some difficult, but my game is a good example, other idea is put mid bossese in level and play with them putting them weaknesses taking advantage of the environment.
Choose what you think best fits a level when it comes to level objects you havn´t why select water or yoku blocks for it be a Mega Man game, but select a good location for checkpoints, personally, i select screens quantity of a level and if are twenty or more i put it every eight screens, if are thirty or more, are ten.
Just select a fair quantity of them for each level limit yourself to ten or thirten.
Take advantage of the bosses with cool paterns and use it for good custom enviroments, this is something i cannot for tell you, it has to get out of your heart. a good idea is use bosses with qualities that interact with weapons, for example, later i could do a vide for explan.
Okay, without more to say, suscribe my channel and..... see you soon (?