14 posts
Discord: NotImpostoGD#5419
Clans: No
Creator Points: 0
Favorite Level: TON 618 (yea)
Hardest Demon: Mastergame (sad)
|
Post by NotImpostoGD on Jan 6, 2023 14:49:19 GMT -5
And i mean it in general, like simple decoration or none, move triggers or not, things like that
|
|
317 posts
Clans: no
Creator Points: 0
Favorite Level: In Silico
Hardest Demon: acu
Mini-Profile Background: {"image":"https://wallpaper-mania.com/wp-content/uploads/2018/09/High_resolution_wallpaper_background_ID_77702087841.jpg"}
Mini-Profile Name Color: ffffff
Mini-Profile Text Color: ffffff
|
Post by x on Jan 6, 2023 18:03:41 GMT -5
I'm going to just assume you meant something like "what makes a layout good".
Sorry if I misread it.
At least to me gameplay quality can be measured by its balancing, context and how buggy the level is.
Plus a extra factor which I call the COOLNESS FACTOR. For levels that make you feel like a badass. I'll go into more detail later.
Balancing is the most important one. You can have the best part in the known universe and if it's too hard (compared to the rest of the level) people will hate it.
Context (As I'm defining here) is the decoration context behind the gameplay. A perfect example would be in The Tempest by Rafer. That train sequence would be boring on it's own but since your literally on a train it becomes much more enjoyable to play.
At least to me decoration and gameplay are interconnected. Good decoration can make a level feel significantly better to play and vice versa.
Finally we have THE COOL FACTOR (patent pending). Which is simple enough on paper. If it's hard, it will be more satisfying to beat. Of course you shouldn't make your level as hard as possible. But a bit of difficulty can make for a much better level.
That's about it.
Keep in mind that these are just my takes.
Everyone has different opinions on this and sorry if I angered some random person in existence.
|
|
|
Post by Jayflight on Jan 6, 2023 19:15:09 GMT -5
x made an excellent post but I just gotta chime in lol.
To me, a good layout is measured by several factors: flow, uniqueness, fairness, non-glitchiness (if that's even a word), and of course, context, like x mentioned.
Flow is how smooth the level feels overall, and how natural all the gameplay elements feel together. This can also tie in with other parts of the level; for example, if I have a song that starts out very slowly but later increases to a much faster speed, I'll make the layout reflect that using sync. Decoration can also later tie into this by how clean or messy it may be with the layout you have.
Uniqueness is, well, how unique each part of the layout is when compared to other parts. Unless context matters where the creator intends for parts of a level to repeat, I would not just copy and paste gameplay, place unnecessary portal or orb spam, etc. Even without counting triggers, there are quite a lot of different things you can do with the gameplay objects, so don't restrict yourself (unless you're making a level meant to be accurate to a specific update) in what you use.
Next is fairness - this is how fair the level is to the player and is a huge element of difficulty (since harder levels will usually be much less fair than easier levels). Stuff like this includes things like blind transitions where the player can't see what's next, the amount of time the level gives the player to react to spikes, or just tight timings in general; if you want to be fair, put yourself in the position of a player who is going blind into your level and knows nothing about it - they won't know what's after that blind jump, what all those portals stacked into one object could do, etc etc. In order to make your level fairer (if that's what you want), you'll need to do a ton of playtesting both in and out of the editor; even levels intended to be easier should probably have this done, because chances are that if there's any level you can think of where you absolutely hate the gameplay, it's probably because of one of the things I mentioned that makes the gameplay unfair. If the player dies, it should be primarily their fault, not your level's.
Now we have non-glitchiness, or the measure of how few glitches your layout has in gameplay. This also comes with a lot of playtesting; keep in mind the different jump heights and lengths of orbs and pads, as well as how things like speed changes can affect those values and how different gamemodes feel. This ties in to what I just said about a death being the player's fault; if your level has a bunch of issues they can't fix, all it will do is frustrate them, and that won't make them like the level. Even a simple thing like playtesting can greatly increase the quality of your layout, and people will probably have a lot more fun playing the finished level.
Finally is context, which may or may not be important depending on how you approach level creation as a whole. You might not care at all and just want to get your CP ufo, in which case disregard this and build whatever you want to or whatever you think will get your a rate. But if you feel a little more artistic, context in this case is what you intend the gameplay of your level to express; maybe you want your level to be fast and chaotic, or maybe slow and peaceful. Maybe you have thought of an interesting gameplay concept and want to apply it through the level, or maybe you got inspired from something in the real world and want to emulate that. Depending on what you want to convey, context for your layout can look very different, but no matter what, people who look more deeply into the creating process will appreciate your level all the more.
|
|
14 posts
Discord: NotImpostoGD#5419
Clans: No
Creator Points: 0
Favorite Level: TON 618 (yea)
Hardest Demon: Mastergame (sad)
|
Post by NotImpostoGD on Jan 7, 2023 20:14:33 GMT -5
I'm going to just assume you meant something like "what makes a layout good". Sorry if I misread it. At least to me gameplay quality can be measured by its balancing, context and how buggy the level is. Plus a extra factor which I call the COOLNESS FACTOR. For levels that make you feel like a badass. I'll go into more detail later. Balancing is the most important one. You can have the best part in the known universe and if it's too hard (compared to the rest of the level) people will hate it. Context (As I'm defining here) is the decoration context behind the gameplay. A perfect example would be in The Tempest by Rafer. That train sequence would be boring on it's own but since your literally on a train it becomes much more enjoyable to play. At least to me decoration and gameplay are interconnected. Good decoration can make a level feel significantly better to play and vice versa. Finally we have THE COOL FACTOR (patent pending). Which is simple enough on paper. If it's hard, it will be more satisfying to beat. Of course you shouldn't make your level as hard as possible. But a bit of difficulty can make for a much better level. That's about it. Keep in mind that these are just my takes. first, thank you for the tips/info and the mention to The Tempest, second, "Everyone has different opinions on this and sorry if I angered some random person in existence." idk why but this made me laugh
|
|