I felt it was neccesary to
include this next section before finalizing all of the components of Part 2.
Here is a helpful guide to use when planning individual level layouts. I'll complete the rest of this blog post anothetr time.
Core Interaction Loop
Walkthrough
This image is an example of how to lay out a level for a Metroidvania
style game. The glossary should explain what the symbols on the map represent.
This layout could be for a side-scroller, an overhead view or even a fully 3D
game.
The scales and shapes of the rooms are meaningless. They can
be whatever size works best for them once you start building. This just helps
you orient yourself when mentally walking through the game in the planning
stages and helps you remember where you need to put things. For the purposes of
this example I’ve made the layout mostly linear. Now to walk through the design
philosophies used to create this layout.
1.
Players enter this world where you see the start
label.
2.
The standard entries are doors which players can
open with the abilities they have at this point. They are labeled as green.
3.
If your game will include save points rather
than a save anywhere system then you might want to have one at the beginning of
the world so that there is minimal back tracking if players die.
4.
Room A1 is the players introduction to this
world. This is the first thing players see that shows off the world theme. The
room should be impressive and introduce some new element to catch the players
attention.
5.
Exploration in Room A1 may reward players by
allowing them to find a secret. This can be important or trivial based on what
you have to offer players.
6.
Players exit A1 and go through a transition area
before reaching A2. Transition areas can be used for variety, allowing players
to get a break from action or even to mask loading if your engine requires.
7.
A2 is a room that only needs to serve one
purpose. This room needs to ensure that players will immediately see an area
that requires the use of an ability they don’t have yet. This is a blocker
preventing the player from progressing. I’ve labeled it here in red. This room
funnels the player so they are forced to see this blocker and it needs to stand
out. It needs to be framed in such a way that it imprints in the players
memory. It is the only important, attention grabbing part of this room.
(In order to make this blocker stand out you have a few tools at your
disposal. You can use lighting in order to highlight the area. You can place a
memorable landmark such as a statue or a symbol here in order to make it stand
out. You can also shape your room in such a way where this location opens up.
Do whatever needs to be done to foreshadow the point leading into the area the
player can’t quite get to yet.)
8.
After seeing the blocker in A2 players are
routed back towards the only available new exit. They can see another blocker
on the way here but this one shouldn’t be emphasized. (You will understand why this second
blocker is placed like this later)
9.
Players eventually make their way into A3. This
could potentially be a puzzle or exploration based area. Players can solve the
puzzle in the obvious way in order to gain access to A4. If players are cleverer
then they can find out how to get into Optional B1. This route is not required
but you should make B1 worthwhile by hiding a secret there.
10.
Eventually players will be routed through A4.
This could be a combat heavy room or area which is where the meat of the
encounters should take place. It still shouldn’t be too difficult because you
don’t want players to die right before a save.
11.
The save point follows this encounter room if
you are crafting the save locations. This way if players die in the next room
or in a boss encounter they don’t have far to go in order to try again. You don’t
want to put the saves too close to a boss room because then it can become too
predictable when a boss encounter is going to happen.
12.
The Last area before the Boss is A5. In this
layout this room serves two purposes. The first is to tease an even more
distant future ability which will give players the motivation to return to this
world after obtaining it later in the game. The second is to provide a slight
challenge before facing the Boss. This also allows players a chance to refill
any ammo or resources by farming them right before the boss. (There is a
secret hidden in the room that players can’t reach yet. This is here to leave
you a way to incorporate something you haven’t planned. This secret could be a power
up, an expansion or even a route back into this level from another world.)
13.
You’ll notice that there is a One Way Entry
indicator on the door leading into the ABoss room. This One Way Entry can be as
simple as the door locking behind you or it could be more complex like being
forced to drop down into an arena. The point is you don’t want players getting
back the way they came.
14.
If your game includes Bosses then this is the
place where you would want to place the encounter. If you aren’t going to
include bosses then just treat this as an area dedicated to obtaining a new
ability. Once you defeat the boss here then you get the framed reveal of the “Special
Thing You Want”
15.
The New Ability should be enticing to players.
It should be located in a place where it feels intentional and special.
16.
Once the player obtains the new ability then
they must use this new ability to exit the room. This is how you enforce that a
player learns what a new ability does. Most often you don’t even need a
tutorial because they can’t fail here. They have to use the ability to move on
past the barrier which is labeled in Red. It should be obvious to players.
17.
Once players have used the ability in order to
get past the barrier then they are required to use it again in the next
transition area. At this point you have just reminded them of what the new
ability does. Here is where the magic happens.
18.
The exit they just came out of by using their
special new ability just created a shortcut to exactly where they needed to go
next. It even points them in the right direction. They have now entered back
into A2 directly facing the most memorable landmark in the level.
19.
Players went through a long level sequence in
order to gain a new ability and they didn’t have to walk back through the level
they just fought through. (This is an important part of the polish in a crafted
Metroidvania flow) The levels should be built to reveal shortcuts upon gaining
new abilities. This doesn’t just happen by accident. You have to intend it.
20.
Players then use their new ability to get past
the special attention grabbing barrier and they are rewarded by getting into
the next area. They used a new ability 3 times in a row. Players will now be more inclined to remember they have this new ability even if they don't use it again for a while.
This is the basic philosophy you can use for crafting your
levels. You never want to repeat the same things so you’ll have to get more and
more creative when it comes to differentiating your layouts. Next up I will
show you how to connect your world layouts so they merge together to make
traversal convenient and empowering as the game progresses. You will want to
include back tracking but you always want the back tracking to have a purpose.
To Be Continued…
This part was incredibly interesting. I've gave some though on the level design behind games like SotN, Darksiders or Darksouls, but there are some things that I didn't consider. An enlightning post, I'll be following this for sure.
ReplyDeleteThanks for your work.
This series is a great read. I'd really like to read the next part about connecting the layouts, hope you can come back to this soon :)
ReplyDeleteI'm hoping to get back to finishing this series when my work slows down a bit. I'm excited about the next part. :)
ReplyDeleteI'm sure you're a busy man but do you plan on continuing this guide?? It's been awesome so far!!!
ReplyDeleteThe door from B1 to A4 should be a one way entry, shouldn't it?
ReplyDeleteGreat article!
can you update please the new part of the guide please, thank you for all guide is really good
ReplyDeleteHi Kynan, read the first two parts of this and it's really good, given me some new ideas for my approach to designing my next game. Are you still thinking of continuing the series?
ReplyDeleteI know this is pretty old by now but I'm finding it quite useful. If Kynan still check this I would appreciate finishing the series.
ReplyDeleteAmazing article. I hope you do find time to return to this article series because man, it's just fantastic.
ReplyDeleteAmazing article. I hope you do find time to return to this article series because man, it's just fantastic.
ReplyDeletethe next part isnt come?
ReplyDeleteWell, you probably are busy or forgot about this but, this is a really good and insightful series and I'd like to see it continued if you're still interested in making it.
ReplyDeleteI just found this and found it amazing, hope you find time to continue it!
ReplyDeleteAwesome and insightful, and extremely helpful for novice developers (like me!). I hope you'll continue the series sometime.
ReplyDeleteIt was an awesome, spot on series for a person needed a guidance for developing a metroidvania game but it ended too shortly :( I hope that you'll continue.
ReplyDeleteHi! I hope you to continue the third part! Thank you for all this info.
ReplyDeleteJust wanted to say how helpful this series has been to me. Incredibly insightful, thank you!
ReplyDeleteYou did a great job! the third part would be very useful. I hope someday it will come.
ReplyDeletelooking forward to next lesson! haven't found anything similar anywhere else :)
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