Right, so I've been wondering how any game developers around here actually go to work with level design and what the best way for level design is for them.
Personally, I like to have multiple, small paths in my video games that will lead back to an ending.
Take Deus Ex for example, the player gets the to use his own playstyle. There is one and one goal only, but that goal is obtainable through multiple passages and different ways.
Not only does this give the player a chance to find out things for himself, but it makes a certain level or place look more alive.
Instead of just one linear path, there are multiple, even crossing paths that can give a small place a large amount of variety.
RPG-Maker and dungeon-making wise, I always tend to have multiple roads or passages. Some will have a dead end, some will result in another way towards the ending, or treasure.
This whole cave-system idea also makes a certain dungeon look more alive and bigger than what it's supposed to be.
So I guess that that is my vision on all of this, now it's your turn to give your vision on general level design.
Personally, I like to have multiple, small paths in my video games that will lead back to an ending.
Take Deus Ex for example, the player gets the to use his own playstyle. There is one and one goal only, but that goal is obtainable through multiple passages and different ways.
Not only does this give the player a chance to find out things for himself, but it makes a certain level or place look more alive.
Instead of just one linear path, there are multiple, even crossing paths that can give a small place a large amount of variety.
RPG-Maker and dungeon-making wise, I always tend to have multiple roads or passages. Some will have a dead end, some will result in another way towards the ending, or treasure.
This whole cave-system idea also makes a certain dungeon look more alive and bigger than what it's supposed to be.
So I guess that that is my vision on all of this, now it's your turn to give your vision on general level design.