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Level Design and Social Aspect. Agung Toto Wibowo http://gameprogramming.blog.ittelkom.ac.id/blog/ Feil , John and Scattergood, Marc, "Beginning Game Level Design", Thomson Course Technology, Boston, 2005. Basic Knowledge. Fun

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level design and social aspect

Level Design and Social Aspect

Agung Toto Wibowo

http://gameprogramming.blog.ittelkom.ac.id/blog/

Feil, John and Scattergood, Marc, "Beginning Game Level Design", Thomson Course Technology, Boston, 2005

basic knowledge
Basic Knowledge
  • Fun
    • Games are supposed to be fun. There is no magical “fun” formula that guarantees success time after time.
  • Know Your Audience
    • you have to find them. Internet, majalah, tanyalangsung, chatboard, etc.
  • Know Your Genre
    • Ekspektasiapa yang diinginkanpemain. E.gasdw key.
  • Empowering the Player
    • Creative power : bring something into existence that wasn’t there previously, usually by combining separate, already existing objects or concepts. Sim City
    • Destructive power is the ability to uncreate or radically alter the state of something until it no longer resembles its original form. Shooter game
    • Manipulative power allows you to control other things. (control falling block, Lara move on Tomb Rider)
challenges
Challenges
  • Central hub to gameplay.
  • Time Challenge
    • a certain amount of time to complete a task.
  • Endurance Challenge
    • Sort of the opposite of a timed challenge.
  • Memory/knowlegde Challenge
    • requires the player to know certain facts in order to win
  • Logic Challenge
    • requires the player to figure out a puzzle without having the answer beforehand.
  • Resource Control Challenge
    • use that resource to overcome an objective before it runs out.
prinsip dasar
PrinsipDasar
  • Ketahui genre anda
  • Semakintinggi level  tantangansemakinsulit
  • Level berbeda perbedaanteknik /polapermainan
  • Next level  haruslahlebihmenarikdari level sebelumnya.
komponen level
Komponen Level
  • Action
  • Exploration
  • Story Telling
  • Puzzle Solving
  • Aesthetics
tahap level design
Tahap Level Design
  • Tentukan layout arena
    • perbedaanposisipemain (terrain), posisibangunan, celah yang dapatatautidakdapatdilewati, dll
    • Kondisi arena menentukanpolapergerakanpemain / lawan
  • Menciptakantempat-tempatspesial
    • Remember pacman
  • Tentukanposisientitaspermainan
    • posisipemain, posisilawan, posisi item, posisi save point, dll
tahap level design1
Tahap Level Design
  • Membangunprosestransisiantar level
  • Menentukanlokasi start dan exit player
    • tidakmerugikan / menguntungkan player (CS, WC)
  • Tambahkan detail arena, animasi, sound, pencahayaan, dan music.
  • Informasi lain
  • Beda Genre, bisabedatahap
hal lain yang diperhatikan
Hal Lain yang Diperhatikan
  • Hidden Mission  menggelitikpemainmengeksplorekeseluruhan game
  • Bisadigunakanpadapengenalankarakter.
level design
Level Design
  • Planning & Sketching
    • Getting the idea.
    • sketch gameplay or parts of the level before building them in the editor
  • Blocking out
    • to see if what you planned on a paper looks good in 3D and to check the scale before adding textures and details.
  • Naming,
  • Building and adding details to the level

Sumber : http://www.gamedesign.net/node/1124

level design building adding details
Level Design – Building, adding details
  • Tutorial lain bisadidapatkandi http://www.gamedesign.net/
social aspect1
Social Aspect
  • Culture, Gender
  • Kecenderunganmemainkankarakter yang miripdiri
  • Kekerasan, SARA