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creating a "Worms" like world

Started by May 13, 2015 01:01 PM
11 comments, last by BHXSpecter 9 years, 8 months ago
@jbadams - i think a worms like side scroller is a quite easy game to start with... As long as it is done in pixel 2d.

I'm not sure what kind of platform the OP has in mind, but if destructible terrain like in Worms (including physically correct gravity for characters, projectiles etc. which is mandatory for coherence reasons, and possibly flowing water, which is clearly optional in level design but technically very tightly coupled with terrain) is an important feature other features in the list become questionable:

  • A "focused camera" needs to offer a very wide view in order to see the destructible terrain adequately. Many combat-intensive games (e.g. Bubble Bobble, Jump'nBump, Super Meat Boy, Snow Bros.) adopt the most conservative camera: fixed, showing the whole level. No risk of missing something important offscreen.
  • If "dynamic lightning" means dynamic darkness away from light sources, it becomes a way to miss important details.
    Unless managing light sources is an important game mechanic, lighting effects need to be limited to the range between "adequate" and "bright", and other ornamental (but potentially distracting) superfluous graphical features might be a better choice.
  • An "interactive environment" is directly conflicting with destructible terrains: switches, doors, obstacles, carefully calibrated possible and impossible jumps and other platformer scenery elements work only if they remain intact as designed, not if they can be buried, dug around, etc.

Omae Wa Mou Shindeiru

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@jbadams - i think a worms like side scroller is a quite easy game to start with... As long as it is done in pixel 2d.

That is subject to the person making it, level of experience, and tools being used, imo.

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