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You speak as if "how the level design" comes after "what mechanic the game needs". I think it's simultaneous. For example: If I say "Oh, it would be really int
by brenschluss 10y ago
You speak as if "how the level design" comes after "what mechanic the game needs". I think it's simultaneous.
For example:
If I say "Oh, it would be really interesting if there's a Dungeon of Reflection in which the entire dungeon is symmetrical, and the monsters always copy the character's movement", then that would require some careful level design, which having worked out, could translate into a mechanic.
Operating in reverse is much more difficult and ends up stuffing mechanics into a sense of play. "It's easy in code to make the character teleport! Now.. what should we do with this?"