An interesting read on level design.

General discussion about Super Mario Bros. X.

Moderator: Userbase Moderators

Eternity
Snifit
Snifit
Posts: 214
Joined: Fri Dec 20, 2013 3:27 pm

An interesting read on level design.

Postby Eternity » Thu Dec 04, 2014 3:24 pm

Was skimming through the internet when I found this. Definitely an interesting read all the way through and helped me on planning my levels better overall; definitely recommend giving it a try. It analyzes Super Mario World's level design, but most of it can also be applied to Mario design in general (also including SMBX, of course).

I might try to summarize the most important concepts there later in a different post (as it is quite long).

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
Posts: 1389
Joined: Thu Jan 23, 2014 3:00 pm

Re: An interesting read on level design.

Postby Imaynotbehere4long » Thu Dec 04, 2014 6:51 pm

That does seem quite interesting. It would seem that, on the first page at least, the author is basically saying that a game/level should introduce concepts very simply and without much challenge for the player, then slowly build on said concepts over the course of a play-through (that used to be something I took for granted, honestly).

underFlo
Wart
Wart
Posts: 4456
Joined: Mon Jul 14, 2014 10:44 am
Flair: sup im lesbiab
Pronouns: They/She
Contact:

Re: An interesting read on level design.

Postby underFlo » Fri Dec 05, 2014 1:26 am

Imaynotbehere4long wrote:That does seem quite interesting. It would seem that, on the first page at least, the author is basically saying that a game/level should introduce concepts very simply and without much challenge for the player, then slowly build on said concepts over the course of a play-through (that used to be something I took for granted, honestly).
I thought that was common knowledge lol

For example, if your lvl has some kind of gimmick involving platforming, you most likely wanna introduce it not over a pit but so if you fall you aren't fucked. Examples are Wing Ding from DKCTF or Mega Man with the disappearing blocks. I think Egoraptor had a video about how Mega Man design teaches w/o tutorials, and introducing gimmicks where there's no danger is part of how it does it.

Keldeo
Guest

Re: An interesting read on level design.

Postby Keldeo » Sun Dec 14, 2014 7:45 pm

Thx for posting. I really like reading this kinds of things, can you post more please? :P

qig
Ninji
Ninji
Posts: 980
Joined: Sat Dec 21, 2013 5:14 pm
Contact:

Re: An interesting read on level design.

Postby qig » Tue Dec 16, 2014 7:25 pm

Keldeo wrote:Thx for posting. I really like reading this kinds of things, can you post more please? :P
http://danielprimed.com/warioland4/

It's a book that costs money, but it does provide an interesting look at game and level design.


Return to “General”

Who is online

Users browsing this forum: Petal [Bot] and 1 guest

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari