Showing posts with label hoopfighter space invaders invaliens level setup triggering creaton balancing. Show all posts
Showing posts with label hoopfighter space invaders invaliens level setup triggering creaton balancing. Show all posts

Monday, July 8, 2013

Working Through Levels - Setup

When it comes time to setup the triggering of enemies on my levels, I tend to like to do it in an orderly manner. So mostly I start from level 1 and then move through levels 2, 3 and 4 etc.

In both my current games I am working on Space Invaliens and Hoopfighter, I have done this. Yet I know some people start off o levels that may indeed be level 1 when they create it, only to find they have a much better level 1 they create later. Something that looks better for the game. This is also true of any level created, and the order it should go into the final game. I have been known to create levels early on and when I have created other levels I find those new ones fit much better for early round play.

This is sort of true right now in Space Invaliens, as a couple of the Aliens (enemies) I have created for the player to battle are easier or harder than I expected. So I simply swapped which levels they first appear on. In tis game I can be really flexible because of it's design of introducing new enemis at a steady rate, and all of the enemies being unique anyway.

Now Hoopfighter is a bit different. I have so many training enemies created and several REAL enemies that look like rival players. So I have a full layout of the 28 levels in note form for when new enemies will appear. Which makes balancing the game per level a lot more important, as I have very little swap wiggle room. Both these methods are fun and rewarding.

In the end It is of vast importance to get it as right as I can, without playing the games and tweaking endlessly,

Laters
Da Voodoochief