These are definitely some of my favorite devlogs on youtube, they've helped inspire me to keep working on my game despite it not even being a platformer!
Thanks for the tip, I watched Bob Ross and I slept like a baby. Also I’m pretty confident I’m now a professional landscape painter and I haven’t even picked up a single paint brush.
Ah, finally an explanation for 'perfect player' philosophy; a notion I had problems with but was going to give you the benefit of the doubt -- that it's 'perfect' only in terms of base skill and reactions, I'm fine with. Because as a designer, I have a slightly different approach; muddy it up. In a nutshell; it's possible to play a 'perfect' game of, say, Pac-Man and I consider this a barrier to its overal longevity -- if you're able to play that 'perfect' game, what is there for you to do? Which is why I personally design with the POV that a player should be able to 'muddy it up' somehow. To introduce kinks into what seems to be the 'obvious' flow of a game's design in order to get more speed (often from unexpected places), or lives, or resources, as they see fit. This is seen excellently in any game that contains a base movement mechanic that improves the player's default speed temporarily; rolling or spin-dashing with Sonic, the various ways in which Madeline's dashing can be utilised in Celeste, and so on, and so forth. But I guess Perfect Player Philosophy is compatible with this! It's a good baseline to have before you, drum roll, introduce ways to muddy it up. ;)
a TAS isn't a robot... TAS just means an actual person using Tools to Assist the Speedrun. They play it very slow, or even frame by frame, using constant save states to go back and retry over and over. Stuff like that. Very few are ones where they program in the key presses and have a program play the game, which is probably what you're thinking of.
This comes out at the perfect moment! I need to design levels for my game and I was feeling overwhelmed. I think your video gave me a good starting point, thanks!
This is one of your best videos discussing the intricacies of game design, specifically in this instance: level design. I felt as though the pacing of the video, and the overall flow between various sub-topics was top notch. I am just me, and cannot speak for others, but I for one hope you continue this level of polish and quality moving forward as this is the biggest jump in quality amongst your content. Great job!
Amazingly interesting! This video definitely worth a thousand level design trainings and I've always wanted to know more about Bob Ross, as I see his face everywhere these days ^^ Perfect video, thanks!
Found these just a few days ago. As a beginning dev myself, I love your content. Lots of detail and interactivity with your audience, but the videos are still nicely edited and concise. It also helps you have a great sense of humor. I look forward to more!
You hit the nail on the heard regarding starting from a blank when creating levels. It's the worse feeling, I should deffo do some templates to help in the future
I really like these videos, they are super inspirational and I love the way you explain things. Often times when I’ve watched videos about level design, I’ve come out with the mindset that there has to be a strict formula for how to create, structure, and progress a level, yet these videos have made me realise that designing a level doesn’t need to be as strict as this, and there’s a lot more ways to look at the steps of design :D thanks for making these, I love them
From Devlog 1 I thought this was going to be another generic youtuber who copies off Dani's style or tries to be funny too hard. Nope. This is seriously an amazing, hilarious, AND informative channel all at once. Definitely subscribed. I suggest whoever watches does the same!
Should make a little executable that lets people drag, drop, and resize hazards and blocks, then play them. Like a mini super Mario Maker. Functionality to save an export layouts, then let the community give you ideas. Lol
Love your Devlogs! I only have a problem seeing wich part (spike) of the level is dangerous or not. All the same white things makes it all look the same, when playing fast.
Might've done! I might come across older in these videos than I actually am, because I wasn't really "there". I just recall Nintendo Hard referring to the NES' less than friendly entries.
I'm 38 years old. I've wanted to be a game designer for most of my life. I'm not a game designer but I have ideas. Ideas that were used in later iterations of popular games. Sometimes too coincidental. I feel discouraged every day thinking of what could have been. If anyone wants to team up and bounce concepts off eachother in hopes of building a game lmk.
@@darkchild130 I somewhat fell out with video games. I missed last Gen for the most part and this Gen entirely because of the shortages. But the passion is still there. I've even considered using chatgpt for coding. But it's still something I'd rather do with a team. Even a demo I'd be content with. Just to showcase my talents. Our talents. But I've waited this long. What's another 5 years? Like I said, if you ever want to team up lmk.
Remember folks, we don't have bugs. We just have happy little features.
Triple A games :WRITE THAT DOWN! WRITE THAT DOWN
Of course!
Truth
Oh, CyberPunk 2077 is completely normal then?
These are definitely some of my favorite devlogs on youtube, they've helped inspire me to keep working on my game despite it not even being a platformer!
Same
Thanks for the tip, I watched Bob Ross and I slept like a baby. Also I’m pretty confident I’m now a professional landscape painter and I haven’t even picked up a single paint brush.
Ah, finally an explanation for 'perfect player' philosophy; a notion I had problems with but was going to give you the benefit of the doubt -- that it's 'perfect' only in terms of base skill and reactions, I'm fine with.
Because as a designer, I have a slightly different approach; muddy it up.
In a nutshell; it's possible to play a 'perfect' game of, say, Pac-Man and I consider this a barrier to its overal longevity -- if you're able to play that 'perfect' game, what is there for you to do? Which is why I personally design with the POV that a player should be able to 'muddy it up' somehow. To introduce kinks into what seems to be the 'obvious' flow of a game's design in order to get more speed (often from unexpected places), or lives, or resources, as they see fit.
This is seen excellently in any game that contains a base movement mechanic that improves the player's default speed temporarily; rolling or spin-dashing with Sonic, the various ways in which Madeline's dashing can be utilised in Celeste, and so on, and so forth.
But I guess Perfect Player Philosophy is compatible with this! It's a good baseline to have before you, drum roll, introduce ways to muddy it up. ;)
a TAS isn't a robot... TAS just means an actual person using Tools to Assist the Speedrun. They play it very slow, or even frame by frame, using constant save states to go back and retry over and over. Stuff like that. Very few are ones where they program in the key presses and have a program play the game, which is probably what you're thinking of.
The way you explain things is just exquisite.
Let's talk the joy of game design.
Fantastic video! I love how you've mapped the steps Bob took into your level design.
This is now the second video of yours my school has used to teach us game design lol. I suppose that means your doing something right!
This comes out at the perfect moment! I need to design levels for my game and I was feeling overwhelmed. I think your video gave me a good starting point, thanks!
This is one of your best videos discussing the intricacies of game design, specifically in this instance: level design. I felt as though the pacing of the video, and the overall flow between various sub-topics was top notch. I am just me, and cannot speak for others, but I for one hope you continue this level of polish and quality moving forward as this is the biggest jump in quality amongst your content. Great job!
I might implement some of these methods in my own levels.
Love the jokes as always.
Amazingly interesting! This video definitely worth a thousand level design trainings and I've always wanted to know more about Bob Ross, as I see his face everywhere these days ^^ Perfect video, thanks!
I love these Devlogs!
And they love you!
@@LTGD No u
Found these just a few days ago. As a beginning dev myself, I love your content. Lots of detail and interactivity with your audience, but the videos are still nicely edited and concise. It also helps you have a great sense of humor. I look forward to more!
You hit the nail on the heard regarding starting from a blank when creating levels. It's the worse feeling, I should deffo do some templates to help in the future
But zane, why would I want my player to do anything?
Thats ubi soft speaking!
Wow, this has made level design a whole lot easier and practical for! This whole series has been great so far, and your game looks awesome!
Making a reverse option in the menu. So you can also do everything exactly mirrored.
Just subscribed. Getting to the point in my game where I need to brush up on my level design 101.
I'm so glad that nobody disliked this video. This channel is amazing and it really should grow.
I really like these videos, they are super inspirational and I love the way you explain things. Often times when I’ve watched videos about level design, I’ve come out with the mindset that there has to be a strict formula for how to create, structure, and progress a level, yet these videos have made me realise that designing a level doesn’t need to be as strict as this, and there’s a lot more ways to look at the steps of design :D thanks for making these, I love them
✨ P L A C E T E S T T W E A K ✨
Ooooh that Bob Ross analogy is really interesting. Looking forward to the next video, really useful level design tips!
the most helpful video on platformer level design i've seen so far!! thank you
I just subscribed 1 day ago and i already love your transitions, keep it up man
Amazing work!! Thanks for share!
I’ve live on TH-cam and I can honestly say I’ve never seen a more wholesome comment section.
I blame Bob Ross.
Wowza!!! I can't believe you referenced the super sigma male game, Hello Kitty World!!! 🤯
These videos have really helped me in the making of my own project. Keep it up! 😁
Man, u r so good at what u do
Fav dev logs
Two words. God Tier
From Devlog 1 I thought this was going to be another generic youtuber who copies off Dani's style or tries to be funny too hard. Nope. This is seriously an amazing, hilarious, AND informative channel all at once. Definitely subscribed. I suggest whoever watches does the same!
I am still a beginner, your videos are very useful and entertaining to watch. Thank you.
Thank you! I'm glad you get something out of them. Best of luck on your journey!
Yes, I can hear you, Clem Fandango.
This was a perfect video
love this sm!
Megaman level designers were like: "let's make the best platfomer possible with the most asshole level design possible"
Should make a little executable that lets people drag, drop, and resize hazards and blocks, then play them. Like a mini super Mario Maker. Functionality to save an export layouts, then let the community give you ideas. Lol
Our demigod has posted oce more!
Not quite a God yet
2021 goals.
0 dislikes. I'd say that's fair for this content. Design, design, design!
(Not binge watching)
I love watching bob Ross.
Devlog + Gametips.... SMASH LIKE!!!
randomly calling me super-human xD
Love your Devlogs!
I only have a problem seeing wich part (spike) of the level is dangerous or not. All the same white things makes it all look the same, when playing fast.
Nintendo hard, didn’t that came from the arcade? Bob Ross was awesome, this video is almost as awesome.👍
Might've done! I might come across older in these videos than I actually am, because I wasn't really "there". I just recall Nintendo Hard referring to the NES' less than friendly entries.
@@LTGD That's fair, let this old man tell you it is😉 Many games on the NES were ports from the arcade. Nice video and looking forward to the next one.
if you can figure out steam workshop, it would be cool to add a level editor
finally
I know, sorry. I have the good fortune to own a PC that can run Cyberpunk properly so I've been playing that.
@@LTGD i would've done the same, it's fine
Great video good job.I wonder how you got all these info from Bob Ross when you are using his video for sleeping. Hypnopedia? 🙂
8:02 what engine do you use?
Edit: I Think you Said Clickteam Fusion 5 in another episode
What engine and programing language did you use to make this game ?
7:55
What is the software you're using here?
👍
Just about to go to sleep, ill try the tip
If only you learned how to art from Bob Ross.
Good old toys r us 🌟
There's millions of Geoffreys all under one roof. Or, there used to be. Now there's only empty shelves and sadness.
is there ever going to be a level creator?
Maybe. Post launch, I'll look into what I can add as free updates and a level creator would fit under that, I think.
@@LTGD ok
@@LTGD Don't you think a level creator would make it easier for you to make levels as well as producing user made content?
At this point I'm becoming a master at game design... Without actually being able to use it since I am absolute dosh at coding.
I can't code, if that helps.
The 1 person who disliked this needs to leave youtube
I'm 38 years old. I've wanted to be a game designer for most of my life. I'm not a game designer but I have ideas. Ideas that were used in later iterations of popular games. Sometimes too coincidental. I feel discouraged every day thinking of what could have been. If anyone wants to team up and bounce concepts off eachother in hopes of building a game lmk.
Did you ever start making games?
I just turned 40 and decided to learn to code.
I need to make a game at least once.
@@darkchild130 I made a few backgrounds. And a few concepts for characters. If you're serious, I am too. If you can program let's do this.
@@darkchild130 I told myself this. If I ever got to team up with someone just as passionate as I am, I know in my heart I'll deliver.
@@ncnuggets i'm not at the point I could comfortably code a game yet. I was just wondering if you made any progress with your ideas.
@@darkchild130 I somewhat fell out with video games. I missed last Gen for the most part and this Gen entirely because of the shortages. But the passion is still there. I've even considered using chatgpt for coding. But it's still something I'd rather do with a team. Even a demo I'd be content with. Just to showcase my talents. Our talents. But I've waited this long. What's another 5 years? Like I said, if you ever want to team up lmk.
Wait For the first 30 seconds of the video i though you are GMTK
5 bucks your gonna change the name in 3 devlogs time
bet
hi
Hello!
Is there going to be boss level? If its going to be I have an idea. What if there was an UFO... thats my hole idea. Happy to help:)
YES! 29th COMMENT!
You made it!
No offence mate but your game here has already been made. It's called N+, Super Meat Boy and Celeste.
Those blur scenes burn my eyes. I don't like it.