Tetrobot and Co. > 一般討論 > 主題細節
Captain Will  [開發人員] 2013 年 12 月 13 日 @ 上午 1 時 34 分
How to create levels for Tetrobot and Co.
This discussion is meant to be filled with links to guides, videos, tutorials and other items that can help you create levels for Tetrobot and Co..

Note : Tetrobot and Co. is now in public Beta. We'll keep improving it during the next weeks.

http://steamcommunity.com/sharedfiles/filedetails/?id=204750740
http://steamcommunity.com/sharedfiles/filedetails/?id=203473800
http://steamcommunity.com/sharedfiles/filedetails/?id=204746361
You can also propose your own links and I'll reference them here!
最後修改者:Captain Will; 2013 年 12 月 17 日 @ 上午 9 時 29 分
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[YIS]Sloth 01 月 4 日 @ 下午 1 時 55 分 
The guides are great; I was just wondering if you guys also had any general design tips also? Did you guys sketch out a whole level first in its completed form and then work backwarks or how did you approach building new levels?
Raszlo 01 月 6 日 @ 下午 7 時 04 分 
I thik that this is an individual preference. In my case sometimes I am working on an idea that came to me, sometimes I already did some of the level design 'in my head', or, f.e. in paint - those are just ideas I want to somehow implement together. Sometimes I am just messing around the editor and adding elements and then I suddenly get some idea of a puzzle... Or totaly accidentaly, when I try to implement some idea and it is not working as intended, but something different and worthy came out of that ;)
When the basic ideas are put into the level, then I am just trying to make it as neat and hard as possible... as long as I have free space to deal with ;)
Captain Will  [開發人員] 01 月 15 日 @ 上午 7 時 48 分 
YISSloth 發表:
The guides are great; I was just wondering if you guys also had any general design tips also? Did you guys sketch out a whole level first in its completed form and then work backwarks or how did you approach building new levels?

That's a good idea :) I don't know when I'll be able to do that but I can already answer your question here:
- first, I design very small rooms, just to create game situations and see what kind of puzzle can be "interesting"
- then, I think about my level intention "what do I want to teach to the player ?", "what's the story I want to tell"
- finally, I make the level and choose the puzzles according to my intentions.

The next step is to playtest the level with people, fix the problem you didn't see before, and improve it, again, and again, and again :)
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