High tech level design
Work continues at a decent pace on my next game BDatRF. Features are steadily being added, with further test rooms for them added if there isn’t space in the current layout.
But that had got me thinking that I should have a proper crack at roughing out a layout for the map. Partly because one of the up-coming tasks is making the in-game map, and having an idea of what sort of scale I’m working with would be very helpful before I start.
I’d drawn a very rough outline sketch, with some vague numbers of how many rooms each area should contain, but that doesn’t really give enough detail to work from.
The problem is I have never really found a decent tool for what I want to do. Namely, place a number of rooms in a layout, and quickly sketch their contents. If I decide a room’s not right, or in the wrong place, I want to re-sketch it, or shift it about.
Did I mention the game is flip-screen, not scrolling? So this kind of whole-room replacement will be very easy to achieve in-game, as the rooms are just connected by a list of which room to load next when you reach the edge of the screen. (This also makes it really easy to mess with peoples’ navigation as I can warp you around the place, or have rooms link to themselves in a number of ways. But I’m not sure I’ll use that ability for this game.)
After weighing up a bunch of options, such as flowchart and sketch software, a solution came to me – sticky notes!
Armed with a pad of notes I sat down and “sketched” out the map today. I knew I wanted somewhere between sixty and one hundred rooms, so I plopped down seventy notes in roughly the right layout.
As Roy Walker would say, it’s good, but it’s not right. It feels too tall (you were just about to say the same thing, right).
So I shuffle a few notes around and have a slightly shorter, slightly wider, map. This feels better.
Then I set about scribbling in some room details based on other sketches and ideas I’d already had. But as you can see there’s still a lot of empty space in there! Some things have already changed since the initial sketch, particularly on the left of the map the entire function of that area has switch from one thing to another.
Anyway, I thought I’d share these with you (but not in too much detail, I wouldn’t want to give the game away quite yet!) And I thought it would be interesting to have a record to check the final version against.
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Posted by FreakyZoid on Wednesday, July 27, 2011 at 3:04 pm
Tags: Game design












