#8 Seven game design rules to make your game better.

It has never been a secret that one of the key components of a good game is the level design. Today, our game designer Pavel is willing to tell you about rules we’re using for the creation of levels for our UnnyWorld.

#1 From simple to complex

At the beginning of the development, do not create numerous levels overloaded with different elements, which expose all major features instantly. Start with simple levels, gradually adding complexity. Smooth story telling simplifies user entry and retention, so that users will be able to perceive new abilities. It is worth noting that hardcore games are exceptions for this rule.

#2 Navigation is important

Always create levels in that way which prevents players to be confused where to go next. Do not create labyrinths at the very beginning. Leave them for more experienced gamers.

#3 Follow the style

Avoid elements that are inconsistent with the style of the game. For example, you came up with an idea of a realistic world. Let’s say you added a new level which consists of a corridor in a mine. It is acceptable to add stuff like barrels, picks, hammers which are somehow connected to the mine environment, but it is ridiculous to put several polar bears inside, unless they are in a cage.

Golden_Mine

#4 Less description, more action

For the majority of players a concise description is the best way to force them. For instance, you added a simple lever to the game location. This lever must be activated by a player in order to open a specific door and, in general, there are two ways to notify the player:

1. “Listen, the greatest hero! Immediately enter the grey hall and you will see a green ancient lever. Activate the lever to open the tomb full of treasure which will make you happy for the rest of your eternal life!”

2. Press E to activate the lever.

The second option seems to be less confusing and more obvious. That’s why it is widely used to navigate and direct the players in games. Although, the first option can take place as well. It can be used to convey the narrative part of the game.

#5 Push the boundaries but know your limits

Almost everybody knows or at least heard something about the adventure movies and games about Indiana Jones and tomb rider Lara Croft. It is obvious that deadly traps is an important attribute for the mentioned titles made in

adventure and action genres. So, to make our game more exciting, we also decided to add traps. You’ll see them when you go down inside gold and aqvium mines to fight against monsters to control resource collection. Anything can get in your way: flying arrows, fire waves, moving walls and so on. Adding new obstacles, do not forget about their total number in the level. Otherwise you will easily overload the level and it can become extremely complex for the average players. Mix tense situations and moments with relaxed investigation of the locations.

#6 Try, prototype and test

Any game designer must test what he has done as much as possible. He has to be the first person to test his features. Be objective and impersonal to yourself. Do not hesitate to experiment and suggest new ideas. The best final result is only what matters.

Arena_Domination_detai2

Arena_Domination

#7 Secrets and easter eggs

The measure of a good and well designed level is also the presence of secret locations and easter eggs. It can force the player to investigate the level further in a search of secret places. Using of easter eggs in turn, adds humor and outstanding flavor to the game.

Now, you know what rules we follow in terms of the game design. Stay tuned, while we are continue telling you about different aspects of the development of our game.

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