6 Lights of Enlightenment or How To Build Great Levels
Posted: Thu Nov 22, 2007 7:17 pm
So, with the influx of new players and designers, I thought I should break out a small how-to guide. After playing the last three days worth of levels, I feel this is needed much more than anything. Here's my list of things you should be doing with all of your levels. Just remember, this is just a guide and you can feel free to use any or all of the items I suggest in all of your levels.
Core Invincibility
All the best levels have cores that cannot be hit no matter what you do. This is the easiest way to make your core completely invincible to attack. This is the best way of getting people to play your level again and again and again, ad infinitum. There are other ways of making your core invincible, however, this is simply the easiest way to do so.
Rocket Barrage
You know you are doing something amazing when the player cannot hit anything because of the number of rockets coming at them. Mix it up and put rocket launchers all over the screen so your players will have to be constantly circling and shooting rockets. This will leave them no time to harass your core, and thus make them play for hours on end, just trying to keep up with the steady barrage of rockets.
Ship Following Lasers
No level is complete without lasers that always points towards the ship. Add in as many lasers as you can so that there is always at least one laser firing at all times and your core will never get touched, no matter how many lives you give a player. This is the fastest way to get a player to restart a level: Ship Following Lasers and 1 life.
Larger Than Life
Making your ship as huge as possible and taking up as much of the screen is another good way to make a level. Add it random rotation and random waypoints, and you are sure to have a hit on your hands. Not being able to move anywhere is huge with players. They love the feeling of being confined to one spot and having no way out.
Linking is for the Unenlightened
Ah yes, the bane of the living. Make sure that none of your pieces link to anything except the core. This makes players have to shoot something 10 milion times because they thought taking out that arm full of lasers would destroy the lasers. Boy were they wrong! This is a great way to stop players from destroying your core.
The Cloud
Perhaps my favorite of everything ever designed. This cloud is actually small compared to some that I have seen, as you can actually see the background of the level. A well-designed cloud will cover the entire playing field with bullets. This makes it so that even the hardiest of players will never get a shot off on your core.
Now, before you get any crazy ideas and reply without reading the entire thread, please remember, these are the types of things that players hate. While there are some notable exceptions to the above rules, especially when dealing with carefully scripted levels, most of this makes the regular players want to bang their heads into concrete walls while slamming their arms in car doors. Some of them can actually be perfected into a great level, like The Cloud due to the limits of objects the flash player can create being maxed out. Don't try this at home without first practicing until you get it perfected.
Remember, when you design a level for other players, no one wants to have zero chance of beating a level. That makes it boring and worthless. A highly challenging level which requires an extreme amount of skill is different from unbeatable.
Core Invincibility
All the best levels have cores that cannot be hit no matter what you do. This is the easiest way to make your core completely invincible to attack. This is the best way of getting people to play your level again and again and again, ad infinitum. There are other ways of making your core invincible, however, this is simply the easiest way to do so.
Rocket Barrage
You know you are doing something amazing when the player cannot hit anything because of the number of rockets coming at them. Mix it up and put rocket launchers all over the screen so your players will have to be constantly circling and shooting rockets. This will leave them no time to harass your core, and thus make them play for hours on end, just trying to keep up with the steady barrage of rockets.
Ship Following Lasers
No level is complete without lasers that always points towards the ship. Add in as many lasers as you can so that there is always at least one laser firing at all times and your core will never get touched, no matter how many lives you give a player. This is the fastest way to get a player to restart a level: Ship Following Lasers and 1 life.
Larger Than Life
Making your ship as huge as possible and taking up as much of the screen is another good way to make a level. Add it random rotation and random waypoints, and you are sure to have a hit on your hands. Not being able to move anywhere is huge with players. They love the feeling of being confined to one spot and having no way out.
Linking is for the Unenlightened
Ah yes, the bane of the living. Make sure that none of your pieces link to anything except the core. This makes players have to shoot something 10 milion times because they thought taking out that arm full of lasers would destroy the lasers. Boy were they wrong! This is a great way to stop players from destroying your core.
The Cloud
Perhaps my favorite of everything ever designed. This cloud is actually small compared to some that I have seen, as you can actually see the background of the level. A well-designed cloud will cover the entire playing field with bullets. This makes it so that even the hardiest of players will never get a shot off on your core.
Now, before you get any crazy ideas and reply without reading the entire thread, please remember, these are the types of things that players hate. While there are some notable exceptions to the above rules, especially when dealing with carefully scripted levels, most of this makes the regular players want to bang their heads into concrete walls while slamming their arms in car doors. Some of them can actually be perfected into a great level, like The Cloud due to the limits of objects the flash player can create being maxed out. Don't try this at home without first practicing until you get it perfected.
Remember, when you design a level for other players, no one wants to have zero chance of beating a level. That makes it boring and worthless. A highly challenging level which requires an extreme amount of skill is different from unbeatable.