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Thread: Bad design 101

  1. #1

    Exclamation Bad design 101

    When I created my first level, I just dove straight in and started building.
    I had a blast, finally an editor where I can make my own levels! =D
    It was pretty awesome at the time (at least in my own mind), but after a full year playing so many community levels, I noticed several poor design choices pop up from time to time.
    I went back to my first level (after creating my Ratchet & Clank recreation) with this new found knowledge.

    While my first level was still enjoyable, it still had those rookie mistakes scattered throughout.
    Since I couldn't fix the mistakes (the whole level is glued together lols) I decided to add some notes identifing the good and bad design choices I made back then.

    The "developer commentary" is displayed via magic mouths (green for good, red for bad), which you have the option to read as you play through the level.
    The level itself is a fairly basic platformer through a remixed (cut, flipped, rotated, set on fire, etc) Temples template from the story mode. It still has a bit of attitude to keep it interesting, and the gameplay isn't half bad for my first level (certainly no walking!).



    maaadskills!


    I'm quite attached to it for some reason. I definitely want to make a better version of it some day.
    But for now there's the creator notes to keep you entertained.
    I added in these design tips to help creators become even better and reach their full potential.
    So have a play/read, you may learn something while having a bit of fun.

    Updated for LBP2 with some holograms, and an instant jetpack (that you can spawn at any time [L1]) if your feeling adventurous.


    Last edited by midnight_heist; 03-02-2011 at 08:26 AM.

  2. #2

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    i played this level awhile ago, but i loved it! the concept is original and cool. i might do a commentary on my old levels like this. it makes bad levels really fun xD i can't really review your level any better than you did in the level, but i can say that i had a lot of fun!
    ginormo burger: http://lbp.me/v/vrn9ym
    zombie survival: http://lbp.me/v/sdf6hj

  3. Thanks!


  4. #3

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    Hi Midnight_heist.

    What a great little platformer for your first ever level....The speech bubbles make it a lot more interesting, and though most of the points were pretty basic, I'd imagine it could help a lot of newbs with their own levels.
    Not really sure what else to add to be honest, apart from I'm going to play your level 'ratchet and clank' now,,....WOWIE, 5 stars and 2184 plays, impressive!!! (EDIT< just played it, NICE level)

    Oh yeah, near the beginning, there is the speech bubble that says "I have SHORTED' the race" rather than obviously 'shortened'.

    Sorry for such a short review, I guess if this HAD been your only level, and you were new to the game I'd try and find a little more to add, but hey you are a veteran with all the levels you have published, and don't need any 'pointers' from the likes of me

    If you could F4F my level. 'House of the flying diggers' I'd appreciate it.

    Shade_seeker

  5. Thanks!


  6. #4

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    Very good for your first level! The speech bubbles add a lot to this level, in fact this type of thing works even better then then a standard tutorial would, because it is a real example of a level. I learned a lot!

    It would be cool to see more stuff like this, maybe a sequel?

    5 stars! F4F: Fight for Justice... link is in my sig.
    Check Out me and EatMyDst's real life size POD! (Click here)

    Thanks to MrGenji for my avatar and StckManDude for my sig!

    /\My current project. /\
    My levels:
    Fight for Justice...
    Harry Potter Dueling Club (Two Player Level)
    LittleBigSpace: Secret mission of the water planet.

  7. Thanks!


  8. #5

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    F4F all done, some nice levels around atm.
    Thanks for the nice reviews guys.

    I fixed some typos. I don't think there are any more. :P
    A sequel you say?
    Yes, I plan to have bonus commentary (all green/positive points) on my next Super Monkey X level. Explaining why it works well.
    With a possibility of a playable tutorial, but I am not quite sure the best way to build it atm. But I'll wait till LBP2 in order to experiment with that.

    Bad design 101
    An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!

  9. #6
    Junior Sackperson Blackfalcon's Avatar
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    Can't wait to give this a go over the week-end! Looks interesting.

    My Blog: How Not To Create A Level

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  10. Thanks!


  11. #7

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    What a brilliant idea for a level.
    I've played a few poorly constructed how to make a good level type levels and often come away thinking...oh dear,thanks for stating the obvious but maybe you could do with a few tips yourself. But this level is something entirely different altogether, maybe even a new genre! here the author deconstructs his first level (which was a lot better than my first level!) and points out the various design flaws and merits, offering interesting insights into improving the structure. The combination of gameplay, practical advice, physical demonstration and commentary really work to engage the thought process. Has a lot of integrity to be so candid in pointing out the negatives, how many of us would be honest enough to criticize and pull apart our levels like this? Kudos dude!
    The potential for this should not be underestimatated, with LBP2 comes a whole wave of new exciting levels....using the technique established here imagine a behind the scenes movie commentary by a sackbot director like the extras on a DVD, maybe even done with a co-host? Or if somebody comes up with a great topdown racer or tech masterpiece they could do a demo level like this with a sackbot technical commentary walkthrough. Hearted for the honesty and inspiration.

  12. Thanks!


  13. #8

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    Really, really interesting idea and fascinating commentary. I agree with almost all of the points you made, although I probably wouldn't have noticed some of them if you hadn't pointed them out. The only point I think I'd add is that, right after the magic mouth where you commented electricity doesn't fit the level, there's two electric boxes. I hit the second, because it is incredibly difficult to see which planes it extends to. Once again, nice and useful commentary.

  14. #9

    Thumbs up

    Quote Originally Posted by EnochRoot View Post
    What a brilliant idea for a level.
    I've played a few poorly constructed how to make a good level type levels and often come away thinking...oh dear,thanks for stating the obvious but maybe you could do with a few tips yourself. But this level is something entirely different altogether, maybe even a new genre! here the author deconstructs his first level (which was a lot better than my first level!) and points out the various design flaws and merits, offering interesting insights into improving the structure. The combination of gameplay, practical advice, physical demonstration and commentary really work to engage the thought process. Has a lot of integrity to be so candid in pointing out the negatives, how many of us would be honest enough to criticize and pull apart our levels like this? Kudos dude!
    The potential for this should not be underestimatated, with LBP2 comes a whole wave of new exciting levels....using the technique established here imagine a behind the scenes movie commentary by a sackbot director like the extras on a DVD, maybe even done with a co-host? Or if somebody comes up with a great topdown racer or tech masterpiece they could do a demo level like this with a sackbot technical commentary walkthrough. Hearted for the honesty and inspiration.
    Wow, thanks for the great review!
    I love commentary in general, it makes you appreciate the thought process that went into making the level/movie/etc.
    I would love to see more people do this with LBP2.

    Quote Originally Posted by Bill_255 View Post
    Really, really interesting idea and fascinating commentary. I agree with almost all of the points you made, although I probably wouldn't have noticed some of them if you hadn't pointed them out. The only point I think I'd add is that, right after the magic mouth where you commented electricity doesn't fit the level, there's two electric boxes. I hit the second, because it is incredibly difficult to see which planes it extends to. Once again, nice and useful commentary.
    Thanks!
    Ah, good point (I hate when that happens!).
    I have now added another red magic mouth explaining proper layer usage.
    Cheers.

    Bad design 101
    An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!

  15. #10

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    Well im going to check this out, looks like it could be good for me (never made a LBP 1 level but I figured I might aswell try with lbp 2). If were talking LBP 2 commentary then im guessing use of the record feature might work pretty well dispite the quality here.

    TC.

  16. #11

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    @timecatcher: Nah, it's just a bunch of magic mouths, I do not have a mic.

    Updated for LBP2 with some holograms for those visual learning people out there, and an instant jetpack (that you can spawn at any time [L1]) if your feeling lazy/adventurous.

    Bad design 101
    An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!

  17. #12
    Junior Sackperson Blackfalcon's Avatar
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    This is a really cool idea for a level, hope it helps other creators improve on their work! Very clear and easy to understand, nice job!

    My Blog: How Not To Create A Level

    Avatar by Sage!

  18. #13

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    *I like the concept, but I tend to disagree with you on a few points. Mainly that a lot of things you described as too hard, I thought were perfectly fine. For example, I actually enjoyed the glass slippery part and thought the spikes on the wheel at the beginning were perfectly fair. I think it is good to keep the player on their toes. For example, Donkey Kong Country Returns has levels can be fairly fast paced and the player has to think and react quickly to avoid death. However, I will accept that I may not be the typical player so stuff like this is probably correct for a lot of people playing LBP.
    *Very good point on the tiny platforms. It works fine in other games, but the physics here just doesn't work well with it and don't allow for the precision necessary to consistently make the jumps.
    *Is there any reason not to use infinite life check points?
    Aside from a few things, I agree with just about everything you say and the things I don't agree with are simply a difference in play style. I think a possible idea to consider would be to show how problems could be corrected. For example, after saying how the fire obscured platforms are bad, perhaps have them raised up to show how that particular obstacle could be done better. Overall, I thought that it was a good helpful level. It brought my attention to a few things I had not really thought about, so good job. When I get the chance, I will play some of your other levels as well to see how you put your own advise to use.

  19. Thanks!


  20. #14

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    *Yeah, that's fair enough. Those faster platformers need to have those quick reaction obstacles, as that is what the player expects to find.
    A high majority of LBP players are kids, so I did and I design some of my tips to cater for them.
    (I have gotten a few comments on my Deja Q level about the first jump being to hard, heh.)
    I tend to save tricky/quick reaction elements for bonus areas. Entirely optional, risk for reward type stuff. I feel that's the best way to cater to the broad audience/skill range of LBP players.

    *Ah, LBP physics. Personally I don't mind them at all, (since I'm used to it I guess), but it's always helpful to leave some wiggle room for those mario fans.

    *Is there any reason not to use infinite life check points?
    When I created my first level, infinite checkpoints didn't exist, so that's one reason they are in my level at least.
    Secondly at time of creation, the public/online scoreboards wern't too accurate, so the enticement of score bubbles didn't exist for me.
    If you take out the infinite checkpoints, it forces the player to take care during each section (in order to finish the level). Essentially having infinite checkpoints takes away that extra challenge of avoiding the classic "game over" screen. And since dying didn't matter (as you have infinite attempts), and points didn't matter, the skilled player needed that extra "game over" challenge to avoid.
    However the majority of players tend to be kids, who prefer infinite checkpoints. The wheel of death in the Bunker on LBP1 (or even the springy stairs in the wedding level) was a source of much contention, as it combined a steep learning curve/wall with finite checkpoints.
    Sadly if younger players are met with something too hard or different, a lot will simply quit (or worse, rage quit) the level.

    Yup, the "correction" option is something I have in mind for my next tutorial.
    You seem to be fairly knowledgeable about this subject, so I'm happy even you found my level helpful.
    Do I practice what I preach? Yeah, I think so.
    I plan to follow my own rules to the letter on my next level.

    Bad design 101
    An ingame commentary about the good and bad design choices in my first level: "Platforming 101" ... Learn as you play!

  21. #15
    Artist / Creator JustinArt's Avatar
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    Default

    Thanks for the feedback of both of my LBP2 levels. It's an interesting tutorial type level.

    VISUALS:
    As what this level says, it has bad design, but in a good way.

    SOUND:
    Funny music choice.

    GAMEPLAY:
    The gameplay is decent, but of course you did those bad obstacles on purpose just to teach players a thing or two. The retangle fire part near the low space ceiling is somehow un-passable, so I think you need to shorten it a bit.

    OVERALL:
    An ingenious level that's well describable and has some great advices. A yeah vote.
    New level project in works:
    LBPV Level Series Project (TBA)
    LBP2 Final Platforming Project
    LBPK Delta Funland

  22. Thanks!


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