7 ways to make the level more interesting
Hey!
Lately I have analyzed many levels of novice developers. They all had similar mistakes that were repeated from level to level. I have put together a small list of rules that will help you avoid them and make the level more interesting.
To demonstrate these rules in practice, I will create a level step by step.
I start with several blocks of any size and join them together. For the sake of simplicity, I’ll take three squares, but the number and shape can be anything. It turns out a linear space, where there is a beginning and an end. This is a rough and primitive, but already working level.
1. Review rule
Straight routes are boring. The player sees the entire level and is ready for any surprise. Next step: zigzag the route. This will hide future rooms from view. Let the level twist so you can keep the players alert and surprise them with new situations.
2. Topic rule
Your apartment probably has a kitchen, bathroom and bedroom. Each space has its own theme and purpose. It’s the same with the level. Divide it into parts and assign themes: sand, forest, rocks, laboratory, square, port. This way, each space will have its own theme that can be developed, and the players will not get bored of walking in the same environment.
3. Rule of form
Square spaces with right angles are boring. Especially if you repeat them over and over again. Also, they hardly fit your theme. Dilute the level with diagonal lines or add other shapes: triangle, semicircle.
4. Research rule
If a player gets something effortlessly or for free, it doesn’t evoke emotion. In order for the reward to become desired, it must be hidden or given through a test. Make small, inconspicuous spaces in the level. They can hide treasures, first aid kits or collectibles.
5. Height rule
Height is the main difference between 2D and 3D space. Use it, do not make even levels. Create ramps, stairs, platforms. If there is a natural landscape on the level, then make holes, slopes, hills and irregularities. By the way, the height also helps to hide content or rewards.
6. Interaction rule
If there is no interactivity at the level, then it seems to be dead. Let the players play with something. This can be as simple as a bicycle bell or a piano key. Or maybe a lever that opens a door or lowers a bridge. Small puzzles like this make the level livelier.
7. ‘Wow’ moment
Now we need to add the cherry on top of the cake. Something that will exceed the expectations of the player and will be remembered for a long time. This can be a dragon cart escape, or an anti-gravity button that will turn the entire level upside down. There can be many options.
All of these rules can be applied in any order and in any quantity. It all depends on your needs and tasks.
There are, of course, other ways to make levels. I have given only a short set of those tools that I use myself. Share your experience, I will be glad to know others.
Thanks!
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https://devsday.ru/blog/details/34894