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A structure is a game plan or a procedure to form a convincing paper. It is basic to develop a graph for such a paper course of action for instance English composition, school article, or some other investigation college essay. Understudies may encounter work making assignments all through their insightful life.
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A respectable plan is huge because
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Supporting point III
Essential concern/subheading II
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Supporting point II
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Thusly, on, and so on You can loosen up this format according to the amount of subheadings of your subject.
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submitted by CarolineGrace123 to u/CarolineGrace123

Beginner Tips for Platformer Level Design?

I'm in the middle of writing a series of lectures for my game design class and the first genre were focusing on is 2D Platformers. I do a brief analysis of Mario 1-1 and why it's such a perfect tutorial level and then a few more themed stages from SMB3 like Bowser's Castle and vertical levels. Then I do a short dive into Celeste and how to balance challenge and reward. Then there's a drawing assignment to design a grid-based level on graph paper. That's as far as I've gotten so far. Any advice on general philosophy for designing 2D Platform levels? Assume standard 2D Mario physics like you'd find in Mario Maker.
My general guidelines are:
  1. Think of a mechanic you want to introduce in your level and a theme to go with it. For instance an ice stage which introduces slippery platforms and falling stalactites.
  2. Decide how long you want your level to be (ballpark) and be aware of the time/size constraint.
  3. List what items/power-ups/collectibles the player will find and if it's required to move forward in the level.
For example: Fire Flower x 2, Tanooki Suit x 1, POW Block, Door Key (Required), lots of coins.
  1. List what obstacles/enemies the player will face.
For Example:
Enemies (if applicable): Goomba x 5, Pirhana Plant x 4, Winged Koopas x 2
Obstacles: Spike pits, lava geysers, locked door, temporary platforms
  1. Design your "zones". This is basically designing what happens in a particular area that fills the screen. For example, a diagram of the beginning of Mario 1-1 would show the starting layout with the blocks above (indicating a mushroom in the center one), the goomba approaching from the right, and the piranha plant pipe. Then the student draws a dotted line showing an optimal path through the zone.
  2. Now, we start to design our level on graph paper using the "3 Act Structure". The first section of the stage introduces the new mechanic(s) with a few intuitive challenges. The 2nd section provides different challenges at least partly designed around the new mechanic. The 3rd section is a final tough challenge before reaching the goal. Divide the graph paper into 3 equal parts for each section. A section can be broken up into multiple rooms or one long corridor.

I wrote this pretty quickly so I'm definitely open to revising it if you have better ideas. However, I'm more curious about describing a good general philosophy for 2D level design and general rules to follow.
submitted by chronoboy1985 to gamedesign