3 ms·
Most indies pay close attention to the level design, even if leaning on procedural generation to get part of the way there. I am part of a 2-person team buildin
by keerthiko 7y ago
Most indies pay close attention to the level design, even if leaning on procedural generation to get part of the way there. I am part of a 2-person team building an indie racing/puzzle game. I am the "tools" guy and my teammate is the "level design" guy, and I provide the building blocks and the generative machinery, and he massages them into an intentional and balanced experience.
Procedural level generation is only viable in production for games if a professional level designer can step in and tweak it.
- mysterydip 7y agoDon't know if I agree with most (after all there were 7600 games released on steam in 2017), but I'd say the ones that are successful do pay close attention.
- bostonpete 7y agoI'm not much of a gamer but a racing/puzzle game sounds intriguing. Is that a novel concept or are there existing examples out there already?
- jwagenet 7y agoTrackmania has both dev and user created tracks which offer a puzzle type experience (in terms of determining how to get through the checkpoints). The most complex of these are ‘RPG’ tracks which are long, sometimes technically difficult, and often themed.
- keerthiko 7y agoAs a core game concept, it isn't common. We came upon it because we want our portfolio to be games that involve a cross-section of skills and play styles (strategic, on-the-fly planning, twitchy controls)[0] You can think of speedrunning a puzzle game as a racing/puzzle game though :) [0] https://colorballsgame.com/ https://colorballsgame.com/