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Different Ways of Making Levels for your Games! | Game Quest

admin by admin
July 13, 2020
in Game
41
Different Ways of Making Levels for your Games! | Game Quest



The first episode of Game Quest is finally here! Let’s talk Level Design, generation of levels, procedural generation, and more!

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● Show Notes

Scene Generation:

Procedural Generation:

Mark Brown’s video:

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Comments 41

  1. Sykoo says:
    2 years ago

    Make sure to Subscribe and Like for more! =) What do you think of this series? Let me know in comments if you want to see more of Game Quest!

    Join us on Discord: https://discord.gg/4kRCajN
    Twitter: https://twitter.com/SykooSam
    Instagram: http://www.instagram.com/SykooSam

    Reply
  2. MrRayhonda says:
    2 years ago

    could u do a video on open worlds for mmos or single player rpgs? I revived my old mmo project which we're building up the team for now and I'd like ur opinion on techniques, optimization, tricks for level design etc 😀

    Reply
  3. Jamie Welch says:
    2 years ago

    what kind of coding do you use

    Reply
  4. Vahap Çırağ says:
    2 years ago

    Where is your cat Sam!? lol

    Reply
  5. Nested Mango says:
    2 years ago

    Nice.How to think about level?

    Reply
  6. RoGo D4rk says:
    2 years ago

    i hear some music from minecraft in the vid wow

    Reply
  7. Affax says:
    2 years ago

    This music was used in a video from Kurzgesagt: Aging, it's a nice song but a little dark

    Reply
  8. Bil Simser says:
    2 years ago

    Working on several games right now (like any good developer, they're all 99% done). A horror game takes place in a city so the city is manually designed. There are "city generators" out there but combining that with a questing storyline is more work than I wanted to do so the city is static. Two survival games I'm building (one post-apocalypse and the other a desert island) are procedural generated (using two different methods as one is an island and the other is a wrapping world). Finally I have a roguelike that's generated because well, roguelike. Even with the static world in the horror game, pickups, enemies, and situations are generated by code so it's not completely static and repetitive to the player.

    Reply
  9. Nemonii Games says:
    2 years ago

    I'm experimenting now with a 50/50% mix of the concepts you are talking about, I'm randomly adding background sections as big blocks that fit together. Sugarfox Blitz was the first mobile game I made but I found the gameplay felt repetitive once the players memorized the maps. So hopefully I can do this for the next release. Thanks for the video!

    Reply
  10. Bigbluedragon9 says:
    2 years ago

    I'm thinking about developing a random Level generation and a to incorporate some Hand design. I intend to give the players extra playtime, but I still want this game to make sense. Therefore I'll use an genetic algorithm, with an antropy, so there is a chance to mutate and a chance for the player to give input into the game if the level was any good. There might be a chance the system gets extremly borged because someone is fooling around.

    Reply
  11. Mc Wolke says:
    2 years ago

    hollow knight is a metroidvania, but dead cells isn't. it's a roguelike.
    metroidvania can't have random generated levels because metroidvanias work completely different. you have a static world map that does not change, even when dying. but you can't reach every spot because you're missing skills. it bugs me that you're constantly saying they are metroidvanias when they are in fact the exact opposite, roguelikes.

    Reply
  12. Johnathan Smith says:
    2 years ago

    Fab video mate but sry for late comment.
    KING OF DESIGNERS ❤

    Reply
  13. Ede Tarsoly says:
    2 years ago

    The definition of a metroidvania is wrong in this video. A "metroidvania" means that the game is an open-world platformer that allows you to freely visit all locations right from the outset, but there are certain areas you can only unlock or reach once you've acquired specific abilities. Such a game needs to be designed around those specific abilities and their use instead of a linear game and level design, which requires a completely different mindset.

    Reply
  14. Kasper Scott says:
    2 years ago

    The minecraft theme song is so beautiful…

    Reply
  15. al videos says:
    2 years ago

    A LOT of devs need to learn things like this. and learn about new game mechanics, instead of just making cookie cutter games the same way they have been made. ( Didn't actually watch the vid myself, because I am a game design genius) Dymanic/ randomly generated / procedurally generated stuff helps a lot.

    Reply
  16. ciumpi vasile says:
    2 years ago

    I got bored watching the video!

    Reply
  17. Just Filip says:
    2 years ago

    What is best way to sttart making small games? If im absolutly new to Unity? Can someone recomend me something? (Videos, tutorials, anything)

    Reply
  18. HAWXLEADER says:
    2 years ago

    How do you go about creating a 2.5d game? Aka a 2d platformer with 3d models?
    I'm using unity and creating the level and collision is hard because polygon collider doesn't work for models.

    Reply
  19. TechYK says:
    2 years ago

    OR instead of buying assets, have some custom assets made by a starting artist! Most will do it for free and you will be amazed by the quality some times. I teach 3D modeling and have sent students to your Discord 😉

    Reply
  20. KHOKH 69 says:
    2 years ago

    I just finished working on my terrain. thank you Sam, very cool

    Reply
  21. Larry Miller says:
    2 years ago

    I use MapMagic to generate a base level and then lock it and add the locations that I want to be static. This gives me an endless variety of natural area between cities and villages.

    Reply
  22. RONIT Rajput says:
    2 years ago

    Make a tutorial on creating a health bar please

    Reply
  23. Marcelo Godoy says:
    2 years ago

    Great video! I have a question: I had been a programer for several years and started to create games for a hobby for few years. Usually, I prefer program my own algorithm rather then use something ready. It this can be considered a addict from regular programers who have dificult to change our mindset? It this a good or a bad thing? I'd like knowing your thoughts.

    Reply
  24. Kerem Yesilli says:
    2 years ago

    Başarılar dilerim abi 🙂 100kya az kalmış <3

    Reply
  25. Anubhav Gupta says:
    2 years ago

    Thanks for level designing video

    Reply
  26. Tushar Harsora says:
    2 years ago

    Can I Generate Procedural Map For My FPS Game If I Have Very Less Time For Map Generation And If Yes Which Tool Or Asset Should I Use

    Reply
  27. Sketch says:
    2 years ago

    Amazing and extremely informative video Skyoo! These are some of my favourite types of videos created within the game dev community, looking forward to seeing how the Game Quest series develops 😀

    Reply
  28. Abhishek Singhania says:
    2 years ago

    Woah you are the first from whom i have heard about Mark Brown. He is an amazing person and i love his analysis of games.

    Reply
  29. Rythmico says:
    2 years ago

    Dead Cells isn't a Metroid Vania. And it's really hard to make a competitive level with procedural generation. That's why they don't use it.

    Reply
  30. VENOM LUCIFER says:
    2 years ago

    Man your level designing skills is awesome
    GOD OF DESIGNING ❤

    Reply
  31. CouchFerret makes Games says:
    2 years ago

    I'm really liking this kind of videos! The series is promising and very chill :). It's just good to watch and listen to.

    Reply
  32. Arqae says:
    2 years ago

    I literally lost focus when the Minecraft song started xD

    Reply
  33. Susmit Das says:
    2 years ago

    Thx I really needed this and nice series!

    Reply
  34. David Withnalll says:
    2 years ago

    I'm so happy you made this series, Sam. I'm a pretty strong programmer myself with aspirations toward game development, but I suck ass at level design. This gotta be good, my man!

    Reply
  35. Bryan Marsh says:
    2 years ago

    I have so many questions would you be willing to talk with me?

    Reply
  36. Keith In ADHD says:
    2 years ago

    More please. And thank you.

    Reply
  37. firydragony dnak says:
    2 years ago

    minecraft theme song lol

    Reply
  38. Storm Muller says:
    2 years ago

    I'm actually building a map generator for my simulation game. My main reason is I want players to use the system to make their own maps, so that they can play it and share it with other players.

    Reply
  39. Red says:
    2 years ago

    Generated maps are still made by hand after but it does save time.
    Nice video

    Reply
  40. 3D Tutorials In HD says:
    2 years ago

    check out my car game 😀

    Reply
  41. Specter_IG channel says:
    2 years ago

    Hey does everyone agree with me when I say there needs to be more split screen action in games today I know people don't like waiting for other people to die in a game it could take hours before they give up the controller to you but what if there were more split screen games like a 4 player shooter game I have a example of one that I loved to play alot along time ago and I know you guys may know this game for Xbox HALO 2 with That old 4player campaign & Deathmatch but add something like that to ps4 any type of game like Assassin's Creed 4 players split screen go on different missions together……..

    Reply

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