How to Design Great Metroidvania Levels | Game Design

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 439

  • @Goodgis
    @Goodgis  3 ปีที่แล้ว +65

    Make sure to wishlist Dewdrop Dynasty on Steam. I dare you! store.steampowered.com/app/1444080/Dewdrop_Dynasty/

    • @BlakaD
      @BlakaD 3 ปีที่แล้ว

      i already did that, im wating to play the game when it releases

    • @Joelmamalovesit
      @Joelmamalovesit 3 ปีที่แล้ว +1

      Well I'm currently started my first game on gb studio to get a hang on things and then I'ma move to unity after. I am pretty good at drawing so I will be making majority of my assets.

    • @EstebanSaxton
      @EstebanSaxton 2 ปีที่แล้ว

      If it were for mac it would already be on my wishlist :(

    • @colleagueloyal7269
      @colleagueloyal7269 11 หลายเดือนก่อน

      will the game be available on Mac?

    • @IronGland
      @IronGland 5 หลายเดือนก่อน

      I love how at the end of the video the showed planned release date on Steam is October 2021 lmao

  • @andrewdrost6786
    @andrewdrost6786 3 ปีที่แล้ว +297

    I also think it's important to think about how the player's future abilities will work in each area. It's so satisfying to revisit an area with your new tricks and fly through everything in a matter of seconds.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +73

      That's a great point! Yes, you want your abilities to enhance your backtracking experience.

    • @doolenny9458
      @doolenny9458 3 ปีที่แล้ว +11

      yeah it's important since that's what truly makes a metroidvania a metroidvania and not a zeldalike

    • @flashbackfrank8781
      @flashbackfrank8781 2 ปีที่แล้ว +4

      You should really know most, of not all of your abilities and what they do FIRST AND FOREMOST in a metroidvaina.
      That way you can know what feels good to use and can give your abilities time to shine and I don't mean like how they did it in bloodstained where they only work when allowed in specific places....
      Edit: looks like i just accidentally reposted what he said in step 3. Just as I posted that I got to that part in the video. 😄

    • @beanzybar736
      @beanzybar736 2 ปีที่แล้ว +2

      Yeah and hollow knight does that REALLY good

    • @eleos-7845
      @eleos-7845 2 ปีที่แล้ว

      @@Goodgis I have a question about that. I’m thinking about making a mega man zero mission-style metroidvania, but now I’m not so sure anymore. At first, my protagonist was gonna learn new elements for magic, such as fire, ice, wind, earth; the usual elements you see in other games. But I don’t want to make this meek character overpowered like the Avatar so I limit the elements to wind and lightning. But then what will they earn from defeating bosses?

  • @mcj1m_noonewillfindthis
    @mcj1m_noonewillfindthis 3 ปีที่แล้ว +152

    Funfact: there is actually a "cheese mine". In Austria, near the city Weiz (Styria), there is a place where they make cheese in an abandoned silver mine, because of the constant temperature in the shafts. And they call it Mine Cheese

    • @purplemosasaurus5987
      @purplemosasaurus5987 3 ปีที่แล้ว +11

      That's so cool!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +39

      Woah, that's awesome! haha Thanks for sharing!

    • @birbylikesfox1032
      @birbylikesfox1032 2 ปีที่แล้ว +7

      Cant wait to play dewdrop dynasty irl

  • @TheIronicRaven
    @TheIronicRaven 3 ปีที่แล้ว +39

    My tip is harder to do for 2d games, but not impossible, but works really well for 3d games. Each level (really each room) should have a focal point. Something noticeable, large, flashy, or interesting where the player can orient themselves around and remember if you come back to it later. It really helps to create the flow of the map if you are focusing on a point, or three.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +7

      Thanks for sharing!

    • @villagerjj
      @villagerjj ปีที่แล้ว +3

      This makes me think of bob omb battle field

    • @animatrix1490
      @animatrix1490 ปีที่แล้ว +4

      @@villagerjj It made me think of like...the Disney theme parks. I think they create a few big landmarks that signpost each major area

  • @PolyMars
    @PolyMars 3 ปีที่แล้ว +143

    dewdrop dynasty maker confirmed??

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +31

      Oh gosh, I hope not. XD

    • @Hamox
      @Hamox 3 ปีที่แล้ว +1

      @@Goodgis haha

    • @Hamox
      @Hamox 3 ปีที่แล้ว +5

      @@Goodgis I actually hope you add a level maker

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +14

      @@Hamox It would be quite the undertaking.

    • @5minutemovies977
      @5minutemovies977 ปีที่แล้ว +4

      @@Goodgis Eventually, that can be a cool goal to work on, and Godot doesn't make it any harder to add such feature :)
      (I use Godot too, and unfortunately, I never finished the game I was working on that was supposed to have player-made levels, so, you know...)

  • @GameEndeavor
    @GameEndeavor 3 ปีที่แล้ว +15

    Thank you for the tips! I've been stalling my own world building but I'm feeling motivated now. I really like the idea of creating the map layout first.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +6

      That's awesome to hear! :D Thanks so much.

  • @Quaffyson
    @Quaffyson 3 ปีที่แล้ว +66

    I am making a metroidvania game mixed with a rougelite style game and this honestly helped me get unstuck!! thanks!! (also cant wait for dewdrop dynasty to be done!!!!!)

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +15

      That sound awesome! Can't wait to see how it turns out. :D

    • @broor
      @broor 3 ปีที่แล้ว +3

      That sounds so interesting! How does it work? Is it a roguelike where you play a randomly generated metroidvania or a metroidvania which is also a roguelike? Pls answer, this sounds so great. A combination of the 2 best genres

    • @Quaffyson
      @Quaffyson 3 ปีที่แล้ว +3

      @@broor its like a- well its a bit hard to explain but its like a metroidvania that is also like a rougelike

    • @broor
      @broor 3 ปีที่แล้ว +4

      @@Quaffyson try to explain? Pls!!

    • @ryanzullo7169
      @ryanzullo7169 2 ปีที่แล้ว +2

      Was thinking about something similar. I was indecided. Should I make a randomly generated metoridvenia or a metroidvenia that u will restart everytine u die? Ended givin the idea up AHAHAH

  • @JaafarTheToon
    @JaafarTheToon 3 ปีที่แล้ว +26

    Thank you so much for this video, it'll be helpful for when I make a metroidvania. I feel like this could also apply to other genres like rpgs.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +7

      That's a great point! Thanks so much. :D

  • @mixlaproduction
    @mixlaproduction 3 ปีที่แล้ว +88

    I started watching your videos a few days ago. Really cool content man! Your story is really inspiring! We are about the same age and we have pretty much the same background story! :D Is Godot your weapon of choice in the end? Btw, please, don't give up anymore! I believe in you!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +22

      Thanks so much, and Godot is weapon of choice. :D

    • @mostlime12195
      @mostlime12195 ปีที่แล้ว

      @@Goodgis Nice.

  • @cam1k578
    @cam1k578 2 ปีที่แล้ว +2

    Brand new to the indie game dev dream and platform levels are by far way harder than I ever thought they’d be, love these videos they are such a great help and inspiration.

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว +1

      Thanks so much, and I wish you the best of luck! :D

  • @sasquatchbgames
    @sasquatchbgames 2 ปีที่แล้ว +2

    Love the idea of blocking out all the rooms in rough form first, then laying out all items so you can see the critical path. Super helpful. Keep it up!!

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว

      Thanks! :D

  • @setteplays
    @setteplays 2 ปีที่แล้ว +4

    I've been learning and researching game developing since 2014 as well as making my own little games.
    And level design has been something I've never fully understood, even if I was making mostly platforming games.
    And after so long, I want to say that this video was the most helpful advice I've ever seen in the matter. And I finally feel actually motivated to make levels. I feel like something finally clicked. Maybe it's how you presented your thought process and maybe we try to rationalize stuff similarly, but anyway I'm glad you made this. Thank you.

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว +1

      Thank you for watching! :D

  • @ronentai5950
    @ronentai5950 6 หลายเดือนก่อน

    Im working on a project and i got stuck on how im going to build the map. your skeletal description/tip, gave me the much needed breakthrough, thank you so much for this!

  • @CodingKricket
    @CodingKricket 2 ปีที่แล้ว

    Thanks so much! I have been trying to find a video like this for weeks! I have got to the point where I think I am ready for level design but whenever I opened up my game I didn't know where to start. You definetly earned a sub! Thanks so much!

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว

      Thanks for watching! :D

  • @hiiambarney4489
    @hiiambarney4489 ปีที่แล้ว +1

    When I was still contributing to the Metroidvania Game Jam, I did exactly this. Having the Map Laid out beforehand in an abstract way really sparks your imagination!
    We had a pretty bland level going on and wanted to introduce a Water Area.
    I decided to go with a Pipe System that runs below the facility that leads to a Tank where you fight a boss.
    Cool so I made a set of rooms below the lowest floor and saw we had a testing facility room near that.
    Ofc. it made so much sense all of a sudden. The boss escaped the testing facility room at some point (since it was a month long game jam game I had to design it with people in mind that don't have endless time of getting lost) after you obtained the upgrade.
    So the environment of showing that boss in his pseudo fishtank of sorts completely changed and in order to not flood the facility with acid you have to hunt it down.
    All of this wouldn't have been so effortless to come up with if I didn't have the Map beforehand.

  • @SleepyPancake-rm2jr
    @SleepyPancake-rm2jr 4 หลายเดือนก่อน

    You wouldn’t know how many times I watched this video! It is so helpful! I’m making my own metroidvania and these game design videos from a fellow metroidvania dev are so helpful! Please make some more in the future!

  • @clamshell6428
    @clamshell6428 3 ปีที่แล้ว +1

    This game keeps looking better and better! I've gotta say, your videos are really inspiring, especially for someone who's trying to make a metroidvania-type game as well. I'm really excited to play Dewdrop, keep up the good work!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks so much, that means a lot. :D

  • @SacredHeart18
    @SacredHeart18 3 ปีที่แล้ว +11

    Thank you! This is exactly the type of thing I was looking for: a digestible breakdown on how to approach level design (w/ visuals and examples). :D
    It makes things a lot less daunting. So, between this and a post on a website I found, I should be able to tackle level design with a bit more confidence ^_^

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +4

      Glad it was helpful! :D

  • @DizzardChannel
    @DizzardChannel 3 ปีที่แล้ว +2

    this video actually helped me with a small breakthrough of my own! loved the way you explained it, really smart view :)

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      I'm so glad! :D

  • @awfyboy
    @awfyboy 3 ปีที่แล้ว +1

    My goodness, Dewdrop looks incredible! I can't wait to hear more about the music, considering I've never really heard it before.
    Good luck on your project, mate!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +2

      Thanks! Hope you'll enjoy it!

  • @lytningthief
    @lytningthief 3 ปีที่แล้ว +1

    I never thought to map down the shapes of the rooms and where their doors were first THEN add in puzzles / hazards. I tried to draw the room THEN add elements and THEN draw the next room. This was super helpful and useful for more than just Metroidvania level design! Thank you for making this!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Glad it could help! :D

  • @Jumpycnat
    @Jumpycnat 3 ปีที่แล้ว +2

    Great video! The tip about creating your worldmap before each room is so obvious, I don't know why I didn't think of it myself. I'm currently developing a platformer, but I'm definitely gonna keep that in mind when I'm working on my areas.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Go for it! :D I can't wait to see what you make!

  • @calcite_dragon
    @calcite_dragon 3 ปีที่แล้ว +3

    I will be needing this for when I make my metroidvania game. Thank you!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +2

      Glad I could help. :D

  • @Evitrea
    @Evitrea 3 ปีที่แล้ว +20

    Well, I'd say this is "How to efficiently make Metroidvania levels", this is "good" at best, far from making "great" level design.
    (Though to be fair, many Metroidvania indies fails to achive this fundamental part, so this video still serves purposes.)
    A "Great" Metroidvania level would also consider how to let the player feel the sense of exploration without being completely stuck or lost, how to make back tracking feels fun, how to make tutorials feel nature in the enviroment, etc.
    The latest Metroid Dread feels really good in these regards, I originally thought that's because they kept blocking access to certain places at certain point, so it wouldn't be hard to keep track of the player position, situation and abilityies; until I realize this game was designed with sequences break in mind, and it hasn't been reported of "full with soft locks due to entering areas too early".
    All I want to say is, you have to make a follow-up to claim "How to Design Great Metroidvania Levels". You won't achieve Dread just by planning rooms ahead of times.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +11

      Yeah, I understand where you're coming from. But you can't make a great metroidvania unless you have a good foundation.

    • @bearofdoom8293
      @bearofdoom8293 3 ปีที่แล้ว

      Idk what goin on here

  • @nextProgram
    @nextProgram 3 ปีที่แล้ว

    The game's looking really good, dude. Every time I watch one of your videos I get inspired to work on my own games again

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks so much! Your game is awesome, you definitely should keep working on it. :D

    • @nextProgram
      @nextProgram 3 ปีที่แล้ว

      @@Goodgis Thanks! Haha I really need to get back into Keeper. You did get me to work on the world design for my metroidvania though, funnily enough

  • @Hamox
    @Hamox 3 ปีที่แล้ว +1

    Nice video man, haven't watched your videos in a while, they still are amazing haha!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks so much! :D

  • @GhirkoArt
    @GhirkoArt ปีที่แล้ว

    This has been the best video on this matter I've so far come across, and the best resource in general. Thanks so much!

  • @RandomProduct
    @RandomProduct 3 ปีที่แล้ว +1

    4:50 what tool were you using for these layouts? Looks very useful...

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Adobe Illustrator :D

  • @scrubfive9239
    @scrubfive9239 3 ปีที่แล้ว +1

    I'm 31 and just starting out learning game dev. I feel so far behind as most people start in teens or earlier 20's , but damn I'm excited!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Nah, you'll do great! :D

  • @Skeffles
    @Skeffles 3 ปีที่แล้ว

    Brilliant video! It's been a while since I've properly done any level design so seeing your approach is great.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Great to hear! :D

  • @lettuce3775
    @lettuce3775 2 ปีที่แล้ว +1

    This video was great!
    I think you could add some more enemies to the Cheese Mine in order to make the area more interesting though.
    I have some suggestions for enemies If you can read them!
    1. Miner Rat
    They're like the rat NPC you've shown in the video except they have a cute little helmet that covers their head and eyes.
    If you get close, they'll do a spinning attack where they hit you with their Pickaxe (they move really slow while spinning)
    You can kill them from the top (Pickaxe blocks bullets)
    2. Flying Rats
    The Flying Rats are albino mice with mining gear.
    They leap in the air and start gliding towards the player.
    3. Cheese Knights
    They're rats equipped with Knight armor, they protect the King of Rats.
    They have shields that can block bullets and are sturdier than other enemies, if the player approaches, they slash with their sword.
    4. A Heroic Rat optional mini-boss
    The Heroic Rat rides a horse and wears heavy armor. (He has a Lance)
    For his first attack, he charges forwards horizontally with his horse.
    For his second attack, he does a short range thrust.
    And for his third attack he can have a diagonal dropping thrust similar to Hornet from Hollow Knight where he jumps off his horse and lunges.
    If it's not difficult to script, he could have his horse jump with him while he's charging to confuse the player sometimes.
    And in general for platforming and other stuff there could be mouse traps that stun the player, rats driving mining drills similar to the giant spiked bugs from Crystal Peak in HK and little mining elevators that move up and down

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว

      Woah, thanks for sharing!

    • @lettuce3775
      @lettuce3775 2 ปีที่แล้ว

      @@Goodgis Thank you for taking time to read!

  • @naternaterspaceinvader8217
    @naternaterspaceinvader8217 3 ปีที่แล้ว +2

    this was so awesome thank you!! I AM SO EXCITED TO PLAY

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +2

      I'm can't wait to have you guys play! :D

  • @kingdev8688
    @kingdev8688 3 ปีที่แล้ว

    I just started a game and I know level design will play a huge part in how fun it is, so thanks for the tips!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Hey, I wish you the best of luck! :D

  • @k-kato-o
    @k-kato-o 3 ปีที่แล้ว

    i really liked the video, really informative about level design!
    what i was most excited about was the game footage in the background with it's new things, really exciting! :D

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      :D Thanks so much!

  • @maxrdev703
    @maxrdev703 3 ปีที่แล้ว

    Yes! Dewdrop is back! I've waited so long. Can't wait till it comes out :D.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      I'm really trying to take the time to make it awesome!

    • @maxrdev703
      @maxrdev703 3 ปีที่แล้ว

      @@Goodgis I can tell! The game looks amazing!

  • @loosejuice9672
    @loosejuice9672 3 ปีที่แล้ว

    Level design even in general has always been very difficult for me, but this video has seriously opened my eyes to a lot of stuff :] Great work as always, my dude! B)

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Super glad it helped! :D

  • @marmitesandwichdev1725
    @marmitesandwichdev1725 3 ปีที่แล้ว

    Bro, your literally SO helpful! You have *no* idea how much this helps! (I suck at level design)

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Super glad I could help! :D

  • @TheBcoolGuy
    @TheBcoolGuy ปีที่แล้ว +1

    My game isn't strictly a metroidvania, but the way it's laid out now, it is sort of a non-linear, but still directional set of connected areas, even if some are on different planets. I wrote down the key points of this video in a way that should be most relevant to my game and I hope that it helps. Level design is painfully difficult, but some of the stuff, mainly step 4, feels like it'll work very well. Thank you!

  • @GoblinDepartment
    @GoblinDepartment 3 ปีที่แล้ว +2

    Great video! Also, iterate upon your levels and let your ideas change! Don't just build a level and forget about it - instead, chase after whatever makes the level feel fun.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks for sharing!

  • @xolotl5435
    @xolotl5435 3 ปีที่แล้ว +1

    Awesome stuff!! Pretty helpful for the game I’m making rn (an axolotl Metroidvania)

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      That's awesome, how long have you been working on it?

    • @xolotl5435
      @xolotl5435 3 ปีที่แล้ว

      @@Goodgis Thanks man!! A bit more than 6 months

  • @prox276
    @prox276 3 ปีที่แล้ว

    Amazing to see how much your channel has grown over the past year. Keep up the great work! :D

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks so much, Prox!

  • @3Dimentional
    @3Dimentional 3 ปีที่แล้ว

    Greetings from Ecuador. I find your videos so inspiring. Thanks for making them. I've decided to learn to code in my 35's using Godot thanks to you.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Welcome! :D Thanks so much, and I wish you the best of luck.

  • @AeonianDaily
    @AeonianDaily 3 ปีที่แล้ว

    Just the topic i was looking for! Great video, I always struggle with level design

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      You got this! :D

  • @infiniverse835
    @infiniverse835 3 ปีที่แล้ว +1

    Excellent Video at a perfect time!
    Keep it up!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks a lot! :D

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks, will do! :D

  • @scoopydevy
    @scoopydevy 3 ปีที่แล้ว

    i am currently working on a metroid vania myself and this was quite helpful! Thanks elf man

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      That's awesome! :D I wish you the best of luck.

  • @Whatthetrash
    @Whatthetrash 3 ปีที่แล้ว

    Very cool video. Blind drop at 6:35 . I hope you don't die if you miss that platform.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Nah, and I'll give more of an indicator. :D

  • @jacobwaits3559
    @jacobwaits3559 5 หลายเดือนก่อน

    I'd say this is great stuff to hear in general for level design in regards to games that have more like world space type things. (I've been messing with RPG Maker 2003 so not exactly what someone would recommend I watch but I appreciate it

  • @ARDIZsq
    @ARDIZsq 3 ปีที่แล้ว

    I've been wanting to make a Metroidvania of my own, and this is one of the biggest problems I've been having.
    Thanks for making this video!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Super glad it was helpful! :D and I wish you the best of luck on your project.

  • @Spaghettia
    @Spaghettia 8 หลายเดือนก่อน

    Oh my God it's insane how much the game has changed just in the time since this was uploaded

  • @theray4002
    @theray4002 3 ปีที่แล้ว

    Everything needs to connect. Don’t have a sky world right next to an underground world. In between, have a ground world, or maybe below the underground, have an underwater, or above the sky, have space, make everything coherent

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Why not? What if it's a floating island, then the sky world would make sense. :D Just don't get caught up in making it too "realistic."

  • @aFewBitsShort
    @aFewBitsShort 2 ปีที่แล้ว +1

    Looking forward to the next video in the series!

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว +1

      It will hopefully be out by the 24th :D

  • @hudsonator7259
    @hudsonator7259 ปีที่แล้ว

    I'm making a game now about going through my brother's dreams/nightmares and recollecting his stuffed animals that will each have different abilities, and these tips might really help for making the game into a metroidvania (I'm still on the tutorial and implementing the stuffed animals)

  • @supercyclone8342
    @supercyclone8342 3 ปีที่แล้ว

    Really good tips! This is almost exactly what I'm doing for my metroidvania. I already know what connects were, what should be in this area vs that one, and what should the player need to get to this place. Now I just need to fill in the exact area layouts and then the exact room contents. Though I also plan where major stuff should be while doing the area outline.
    Since I made the dash ability missable at first, people might feel that the game is too slow if they go too far without it. So after marking about where the second ability should be, I left a mark on the map to create a road block that will force the player back to pick up dash. Alternatively I'll just force the player to get dash first, but I kinda don't want to. Playtesters will help me make that choice.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks for sharing!

  • @TheAssassin642
    @TheAssassin642 3 ปีที่แล้ว

    Super useful, and just what I needed for my own game. Thank you :)

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Glad it could help! :D

  • @TheShelfman
    @TheShelfman 3 ปีที่แล้ว

    Great and useful video! Looking forward to the music video😁

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks so much, me too! :D

  • @maxbuilder6801
    @maxbuilder6801 3 ปีที่แล้ว +1

    Idea: Because you already pretty much have a level editor, when the game is fully released, you could add a simple little level/world builder.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Me having an editor, and releasing an editor are two very different things haha but it would be cool.

  • @stephen5070
    @stephen5070 ปีที่แล้ว +2

    I want to see a Metroidvania game where you restore a planet by using electricity so it doesn’t blackout. Instead of killing enemies you charge them up with your gun to make progress on your mission. The world is super dark and you need a light source to guide you through the map. Bosses can be time trials challenges, if you don’t fully charge them in a given time they’ll shut down for a while before you can try again. I am against bloody violence in video games, I want to see someone to stand out in the crowd.

  • @cyclone_dev9432
    @cyclone_dev9432 3 ปีที่แล้ว

    I’ve built a metroidvania before, I know a few tips I can share to help support your development.
    1. When a player acquires a new power-up, put them in a space where this power-up is utilize to teach the player how it works and where they can use it.
    2. Player movement should be polished and calculated. Create an playground scene to test different features before you implement them into your map. Stuff like (platform height, projectile distance, player gravity strength, enemy stats, etc) need to be accounted for.
    3. Feedback is very important. Try out a section you built to see how you would approach it from a player’s perspective. Try to break your game intentionally to find areas that need more work. Reach out to people you know to try out your build to see how they approach a challenge.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Great tips! Thanks for sharing!

  • @tytework8940
    @tytework8940 3 หลายเดือนก่อน

    The tips in this video are super helpful!

  • @losalfajoresok
    @losalfajoresok 3 ปีที่แล้ว

    Amazing video, I just discovered your channel and I wish you the best because is really informative and entertaining, keep it up!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thank you so much! :D

  • @Pluto-ek3mh
    @Pluto-ek3mh 3 ปีที่แล้ว

    TIP: if the water coming out the sewer in 6:39 doesn’t allow you to stand on it, I suggest putting a grayish tint over the background to make it separate from the level. When watching the video, I thought you could stand on it because it was as popped out as the pipes and the bullets broke on contact, but I could also be wrong by saying you can’t. That’s just my thought

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      That's a great idea! Thanks for sharing!

  • @usernameforgottoexist
    @usernameforgottoexist ปีที่แล้ว +1

    also you should use sub-pixel-ing wayy more, the only time sub-pixels are used is the main character and wings, it would make the ememy’s animation much better to use sub pixels.

    • @Goodgis
      @Goodgis  ปีที่แล้ว

      That's nice the style I'm going for.

  • @faris_diz
    @faris_diz 3 ปีที่แล้ว

    You are so underrated, great videos

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks so much! :D

  • @AlesioFabi
    @AlesioFabi 3 ปีที่แล้ว

    I LOVE THIS!!! AND YOUR GAME LOOKS AWESOMEEEE 🔥

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks so much! :D

  • @nemo9396
    @nemo9396 5 หลายเดือนก่อน

    What I've learned in making a metroidvania is that it's true that classic metroidvanias require backtracking and exploration, but this path normally is linear because no ability can be skipped, so essentially the process is linear. What metroidvanias do is tease you by showing you a path you cannot access, and then giving you a key ability to access it.

  • @theera9514
    @theera9514 3 ปีที่แล้ว

    when im making maps for stuff like dungeons in my rpgs i usually think of the local environment, what purpose the map serves by being there, area progression and dungeon specific gimmiks

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thanks for sharing!

  • @smokeback
    @smokeback 3 ปีที่แล้ว

    love the area name cheese mine.actualy working on a metrovania inspired game so this is very helpful

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      I wish you the best of luck! :D

    • @smokeback
      @smokeback 3 ปีที่แล้ว

      @@Goodgis thanks looking forward to your game looks fun.is you twitter tag goodgis aswell?

  • @Xeriphost
    @Xeriphost 6 หลายเดือนก่อน

    hey, i was wondering, at 1:49 you're using some type of grid with numbers to make your rooms, it look like this is made in godot, how do you make that ?

    • @Goodgis
      @Goodgis  6 หลายเดือนก่อน +1

      That was I tool I made using Construct 3 though it was buggy and only worked for Construct 3 games.

  • @mikgus
    @mikgus 3 ปีที่แล้ว

    Something i liked better in older metroidvanias was the lack of hard blocks to an area. Like Norfair in the video, you could get there before you had all the right equipment, byt you would probably die from the heat. You got the feeling of "maybe i can make it trough to the next colder area if i run and jump fast enough". Or maybe i can make that jump in the water area even if don't have the right suit.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      That's a great point!

  • @obenohnebohne
    @obenohnebohne 3 ปีที่แล้ว

    I learned a lot from this video. Thanks for sharing your experience. It helps me out a lot. Your game looks awesome.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Glad you enjoyed it! Thanks so much!

  • @miguelluceroart
    @miguelluceroart 3 ปีที่แล้ว

    Oooooh! I can't wait to watch this one!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      :D

  • @Steelriffsishere
    @Steelriffsishere 3 ปีที่แล้ว

    Very good video! I love these vids, they are super cool!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thank you very much!

  • @Ren21690
    @Ren21690 2 ปีที่แล้ว

    This really helps me greatly @Goodgis

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว

      Super happy to hear it! :D

  • @lucasdahl1118
    @lucasdahl1118 ปีที่แล้ว

    I am not an artist so I have to find free or paid art assets. I found art assets I love but it’s for a this style of game. I haven’t play a lot of these types of games, so thank you for this! It helps a lot!

  • @DecapitatedOstrich
    @DecapitatedOstrich 11 หลายเดือนก่อน

    This is so helpful, thank you!

  • @MadRDev
    @MadRDev 3 ปีที่แล้ว

    Thanks for the tips - I will definitely use them in my game!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Glad to hear it! :D What game are you making?

    • @MadRDev
      @MadRDev 3 ปีที่แล้ว

      @@Goodgis It's a run and gun metroidvania about a time traveling/controlling dog. It will have points in time as well locations... makes it even more complex. Just now finished time controll mechanics and 8-way shooting for my second spritn/devlog. Still very early, but im already planning my map.
      And also thanks for the reply, been following You for quite some time and I really enjoy your work and content.

  • @Garl_Vinland
    @Garl_Vinland 2 ปีที่แล้ว

    Hollow Knight: it’s raining in city of tears because it’s under a lake.
    Dew Drop Dynasty: dirt is now cheese.

  • @bearofdoom8293
    @bearofdoom8293 3 ปีที่แล้ว

    Area 5 abandoned hive: this would make a spooky area that would make a great experience for players.
    Enemies: ghost bee would fly around and go through walls.
    Ghost wasp is a stronger variant of the ghost bee.
    Boss: queen bee ghost could summon ghost bees and wasps, teleport/disappear, and dash at you from the left, right, up, and down.

    • @bearofdoom8293
      @bearofdoom8293 3 ปีที่แล้ว

      Ability broken wings: allows you to fly for 3 seconds before falling slowly down.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Nice! :D

  • @royschrauwen
    @royschrauwen 3 ปีที่แล้ว

    This is such a usefull video! Thank for you view on level design and making this video.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Glad it was helpful!

  • @PhilipLL
    @PhilipLL 2 ปีที่แล้ว

    My approach to level/world design is much more itterative. I almost never draft a map or timeline from the start. Due to how little i will know, i rather start somewhere and let it develop depending on what feels right or that fit into level design ideas i want to explore or principles i want to follow. But, drafting the map and establishing a timeline is important, but something you'd do many times. If you work throught this process linearly you tend to get very boring or generic feeling level design. Making good level design is in part about making connections between different elements of the gameplay or depending on other spaces you have or are planning to make.
    In short the process is very dynamic/organic and not linear. You will always have better ideas of how to design an area/level later on, and its a lot of back and forth.
    But definetely these are really good tips. Especially how you should know and be able to test with and use the mechanics that are part of the level/area. Especially when they are about the movement or secound to secound gameplay.

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว

      Thanks for sharing!

  • @albertolanataable
    @albertolanataable 2 ปีที่แล้ว

    You should map the emotions for each section of the map too. It is important to alternate between feeling save, scare, happy, curious, etc.

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว

      I've never thought of that. :D

  • @winkulgames6656
    @winkulgames6656 3 ปีที่แล้ว

    wow this video came out exactly at the right time, i'm making a 2d game and level design is the hardest part for me. thanks a lot

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Glad I could help! :D What type of game are you making?

  • @matthewboyd8689
    @matthewboyd8689 ปีที่แล้ว

    It's only now that I understand why I loved Call of Duty zombies Easter eggs
    They play out exactly like a metroidvania level.
    You have to do something or get something before you can get to the next thing. But that thing also is useful for gameplay.
    My gosh I wish more games did this. (And made actually challenging games as well)

  • @randomuser1249
    @randomuser1249 3 ปีที่แล้ว +1

    I just started making a Metroid vania this is so good

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Glad to hear it!

  • @floorbeardthepirate1141
    @floorbeardthepirate1141 3 ปีที่แล้ว

    Have you watched the boss keys series of let's talk game design? The super metroid episode has excellent tips on how to prevent the player from being overwhelmed.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Yeah, GMTK is an awesome channel!

  • @archetypervb
    @archetypervb 2 ปีที่แล้ว

    This is super helpful. Now I just have to learn how to develop the game itself. I'm so illiterate when it comes to these. I've got two full games all mapped out in my head.

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว +1

      Glad I could help!

  • @MarioDoodles
    @MarioDoodles 3 ปีที่แล้ว

    Hi...very good tips...im developing "Crude"...and thats what i needed....thanks

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Glad to hear it!

  • @level1gg
    @level1gg 3 ปีที่แล้ว +1

    i agree with you man, designing and making a level is so hard...

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      All it takes it practice! :D

  • @quincyisrandom7487
    @quincyisrandom7487 3 ปีที่แล้ว +2

    I NEED this

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      ;)

  • @sby60118
    @sby60118 3 ปีที่แล้ว

    For the Timeline, i reccomend it being quite open. So you can solve problems using different solutions. Or you can get to a new area with different routes. So try to get a balance with it being linear, and being open.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Great tip!

  • @foundcrab4742
    @foundcrab4742 3 ปีที่แล้ว +1

    When ever you make an enemy, make sure it fits with the theme in the level.

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Definitely!

  • @Aidentnz
    @Aidentnz 2 ปีที่แล้ว

    Great ideas here, thanks!

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว

      Thanks so much!

  • @dlbike76
    @dlbike76 2 ปีที่แล้ว

    Cool video. If you have time, I'd love to see something in-depth of how you've blocked out your "rooms" for the game in Godot Editor.

    • @Goodgis
      @Goodgis  2 ปีที่แล้ว

      For sure!

  • @luisdomingues9248
    @luisdomingues9248 7 หลายเดือนก่อน

    Here in Brazil, cheese and mines have a lot in common! This because the people from the state of "Minas Gerais" (General Mines) are known for liking to eat cheese a lot hahaha

  • @zxramadeit
    @zxramadeit ปีที่แล้ว

    May i ask, on 0:26 you show how you divide and design your levels, is that inside unity? or you use another program to do that. Because i want to do it like you, to organize myself better

  • @bamfyu
    @bamfyu 3 ปีที่แล้ว +1

    Fantastic video :)

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Thank you very much!

  • @GoodCheez
    @GoodCheez 3 ปีที่แล้ว +2

    How do you make the camera follow the player smoothly using pixel art without jitter, I'm really stuck on figuring this out

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว

      Turn on smooth camera :D

    • @Hamox
      @Hamox 3 ปีที่แล้ว

      @@Goodgis I thought it would be hard af lmao

  • @ludozburg
    @ludozburg 10 หลายเดือนก่อน

    Really cool video, i know that is from 3 years ago but it's still really useful. Can you tell me the name of the tool to block out the world for world design?

  • @garyadamos
    @garyadamos 3 ปีที่แล้ว +1

    Dewdrop dynasty is looking amazing! Also is there somewhere I can find the background music in this video?

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Thanks so much! :D Which song specifically?

    • @garyadamos
      @garyadamos 3 ปีที่แล้ว

      @@Goodgis OMG Hi Goodgis !!!!!! I really like the Step 5: Test Review & Adapt background music was wondering where its from

  • @newcoolgamer200
    @newcoolgamer200 3 ปีที่แล้ว

    This really helped me!

    • @Goodgis
      @Goodgis  3 ปีที่แล้ว +1

      Glad it could help!