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Creation Ideas

  1. Oftenly Discussions: The Missing Level Component (PART 3)

    Continuing my little series of blog posts (Parts 1 and 2.), I present the final part!

    As promised I'll talk about the platforming genre and how progressive difficulty and save points could affect it. But first I just want to take some points from the comments section and highlight them.


    From Burnvictim42:
    Wow. I totally love this idea. I tend to place unlimited lives at my bosses as they can be rather annoying at times, and if you get to the end of the
    ...

    Updated 09-11-2009 at 01:33 AM by hilightnotes

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    Creation Ideas
  2. Oftenly Discussions: The Missing Level Component (PART 2)

    Oi! School's diverted my attention from what's really important! Sorry for the empty days.

    Alright, back to business.

    In part one of this blog mini-series I talked about how LBP seemed to be lacking in the seemingly basic idea of progressive difficulty in a level. I also talked about how I felt that a save mechanism should be implemented into your levels when it fits, as explained in Part 1.


    So now the question is: where do these ideas apply ...

    Updated 09-11-2009 at 01:24 AM by hilightnotes

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    Creation Ideas
  3. Oftenly Discussions: The Missing Level Component (PART 1)

    It has occurred to me suddenly, as most ideas often do, that whenever people discuss difficulty in a LBP level, it's always either "I'm making an easy level/I'm making a pretty hard level/I'm making a hardcore level" or something along those lines.

    ...But...

    Since when was difficulty so black and white? For whatever reason, I feel that probably every single creator I've seen has overlooked the idea of ramping up difficulty as a level -- or series! -- progresses. ...

    Updated 09-11-2009 at 01:24 AM by hilightnotes

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    Creation Ideas