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Penumbear - Making Maps and Levels

I’ve shown a bit of this in previous posts, but I thought I’d post a few more here. 

Level design in this game was really fun for me and I wish I had more time to do more levels. I had long lists of ideas that I never got to implement. Maybe as DLC or an update I can do some more.

Working out a level for a platformer reminds me a lot of how I used to “make games” when I was a kid. Nintendo Power used to run maps of full levels of games like Super Mario Bros 2 or Duck Tales, and I’d follow along with my finger pretending to play the game when I wasn’t near my NES. My friends and I at school would make up maps on paper at lunch and have bottomless pits, mazes, traps and enemies, and we’d use a lot of imagination to “play” the levels. Really no more imagination than we had to use to make Atari games as exciting as they were.

When I was trying to figure out what kinds of lamps to use and how to make a section of a level interesting, I’d go to paper and it dawned on me that I was doing the same thing I’d done all through middle school. It was fun.

I tried to make the levels interesting, picturing them like large paintings you play through, or a giant prison structure. I tried to think of clever angles for them; one involving dracula’s castle, “alcatraz” being the prison.

Some levels I didn’t get to make, like “Museum” was going to be a series of paintings that would change layouts and color schemes depending on if a switch was up or down. Another was “Eastmost Peninsula,” which would take it’s layout from the first dungeon in zelda. “Tire Fire” was going to have you rolling down a series of corridors on a wheel with hot rocks along the ground. “Traffic” was a level I did a rough draft of in the Cavern where Penumbear had to find his way around a long line of critters moving at a slow volume.

It’s really been a blast working on these, here’s some maps I drew up while working on levels. Should be noted that they did often change during the process, so I’m not giving away too much here!

 


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