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    • megan

      Update 5: Infinite Wisdom is here!   10/05/2017

        Hey everyone, We’re back with another update that really mixes some stuff up. An entirely new challenging mode, a rebalance of the entire game to go with the rework of the new leveling progression numbers, ability to do the co-op intro online, faster PVP rounds, language translations and more! With the rebalance you’ll find that your fighters are dealing even more damage as they gain experience. All balance changes are retro-active meaning you do not have to worry about starting over or starting new characters in order to experience that – they’re all dynamically applied to what you already have! Feel free to check out what we’ve changed in the list below, and as always – please leave us feedback about anything you find noteworthy. As always, the main Story (although not included in this update) is being developed alongside all these improvements we have been releasing. Check out our blog for the full changelist: http://blog.thebehemoth.com/2017/09/28/update-5-infinite-wisdom-is-here/

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Hey guys, Nick here. I would like some tips for making a playlist because I'm making a playlist, I'm starting from scratch and I've already got some new puzzles, traps too!

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http://blog.thebehemoth.com/2013/10/01/bbt-development-level-design-part-1/

 

Best resource.

 

I think the points that stood out to me were to decide what you wanted the flow of the level to be.  Map out if you want the player to travel in a figure 8, a big loop, zigzag, etc.  On the article they posted a bunch of level layouts which I never considered.

 

The other thing that was hinted at, was to introduce a new play element and then build on that throughout the playlist.  My last playlist I built was centered on new ways to use monkey bars and teaching the player to stay on their toes or fall in the water.

 

What I've noticed is that spamming too much of the same item, lazers especially, make the level frustrating, not challenging.  Also, use cats strategically, not just to get in the way.

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It's also a good idea to make a level that doesn't expect the player to know every little detail you have put into the level. If you find something straight forward and easy that doesn't mean someone completely new to your level is going to feel the same way.

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Think of ways to confuse your "customers". In other words, the players.

 

Give 'em a few secret routes.

 

Make them use their abilities, such as having to use darts or frog bombs to get across.

 

And most importantly, make them think. Hard.

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