How to Design Great Metroidvania Levels | Game Design

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  • Опубликовано: 27 сен 2024

Комментарии • 436

  • @Goodgis
    @Goodgis  3 года назад +61

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

    • @BlakaD
      @BlakaD 3 года назад

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

    • @elirichmond8643
      @elirichmond8643 3 года назад +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 года назад

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

    • @colleagueloyal7269
      @colleagueloyal7269 8 месяцев назад

      will the game be available on Mac?

    • @IronGland
      @IronGland 2 месяца назад

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

  • @andrewdrost6786
    @andrewdrost6786 3 года назад +282

    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 года назад +68

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

    • @doolenny9458
      @doolenny9458 2 года назад +10

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

    • @flashbackfrank8781
      @flashbackfrank8781 2 года назад +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 года назад +2

      Yeah and hollow knight does that REALLY good

    • @eleos-7845
      @eleos-7845 Год назад

      @@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 2 года назад +142

    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

  • @TheIronicRaven
    @TheIronicRaven 2 года назад +36

    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  2 года назад +7

      Thanks for sharing!

    • @villagerjj
      @villagerjj Год назад +3

      This makes me think of bob omb battle field

    • @animatrix1490
      @animatrix1490 Год назад +3

      @@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 2 года назад +130

    dewdrop dynasty maker confirmed??

    • @Goodgis
      @Goodgis  2 года назад +29

      Oh gosh, I hope not. XD

    • @Hamox
      @Hamox 2 года назад +1

      @@Goodgis haha

    • @Hamox
      @Hamox 2 года назад +5

      @@Goodgis I actually hope you add a level maker

    • @Goodgis
      @Goodgis  2 года назад +14

      @@Hamox It would be quite the undertaking.

    • @5minutemovies977
      @5minutemovies977 Год назад +5

      @@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...)

  • @Quaffyson
    @Quaffyson 3 года назад +65

    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 года назад +14

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

    • @broor
      @broor 3 года назад +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 года назад +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 года назад +4

      @@Quaffyson try to explain? Pls!!

    • @ryanzullo7169
      @ryanzullo7169 2 года назад +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

  • @GameEndeavor
    @GameEndeavor 2 года назад +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  2 года назад +6

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

  • @mixlaproduction
    @mixlaproduction 3 года назад +87

    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  2 года назад +22

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

    • @mostlime12195
      @mostlime12195 Год назад

      @@Goodgis Nice.

  • @sasquatchbgames
    @sasquatchbgames 2 года назад +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!!

  • @stephen5070
    @stephen5070 Год назад +3

    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.

  • @cam1k578
    @cam1k578 2 года назад +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 года назад +1

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

  • @SleepyPancake-rm2jr
    @SleepyPancake-rm2jr Месяц назад

    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!

  • @SacredHeart18
    @SacredHeart18 3 года назад +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 года назад +4

      Glad it was helpful! :D

  • @setteplays
    @setteplays 2 года назад +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 года назад +1

      Thank you for watching! :D

  • @hiiambarney4489
    @hiiambarney4489 Год назад +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.

  • @ronentai5950
    @ronentai5950 3 месяца назад

    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!

  • @lytningthief
    @lytningthief 2 года назад +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  2 года назад

      Glad it could help! :D

  • @calcite_dragon
    @calcite_dragon 3 года назад +3

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

    • @Goodgis
      @Goodgis  3 года назад +2

      Glad I could help. :D

  • @scrubfive9239
    @scrubfive9239 2 года назад +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  2 года назад

      Nah, you'll do great! :D

  • @Jumpycnat
    @Jumpycnat 3 года назад +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  2 года назад

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

  • @Evitrea
    @Evitrea 2 года назад +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  2 года назад +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 2 года назад

      Idk what goin on here

  • @dizzardmoon
    @dizzardmoon 2 года назад +2

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

    • @Goodgis
      @Goodgis  2 года назад

      I'm so glad! :D

  • @clamshell6428
    @clamshell6428 2 года назад +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  2 года назад

      Thanks so much, that means a lot. :D

  • @Hamox
    @Hamox 2 года назад +1

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

    • @Goodgis
      @Goodgis  2 года назад

      Thanks so much! :D

  • @CodingKricket
    @CodingKricket 2 года назад

    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 года назад

      Thanks for watching! :D

  • @TheBcoolGuy
    @TheBcoolGuy Год назад +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!

  • @naternaterspaceinvader8217
    @naternaterspaceinvader8217 3 года назад +2

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

    • @Goodgis
      @Goodgis  3 года назад +2

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

  • @Whatthetrash
    @Whatthetrash 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад

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

  • @xolotl5435
    @xolotl5435 3 года назад +1

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

    • @Goodgis
      @Goodgis  3 года назад +1

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

    • @xolotl5435
      @xolotl5435 3 года назад

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

  • @JaafarTheToon
    @JaafarTheToon 3 года назад +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 года назад +7

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

  • @kingdev8688
    @kingdev8688 2 года назад

    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  2 года назад

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

  • @tytework8940
    @tytework8940 Месяц назад

    The tips in this video are super helpful!

  • @jacobwaits3559
    @jacobwaits3559 2 месяца назад

    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

  • @maxbuilder6801
    @maxbuilder6801 3 года назад +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 года назад +1

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

  • @Garl_Vinland
    @Garl_Vinland 2 года назад

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

  • @lettuce3775
    @lettuce3775 2 года назад +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 года назад

      Woah, thanks for sharing!

    • @lettuce3775
      @lettuce3775 2 года назад

      @@Goodgis Thank you for taking time to read!

  • @GhirkoArt
    @GhirkoArt Год назад

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

  • @GoblinDepartment
    @GoblinDepartment 2 года назад +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  2 года назад

      Thanks for sharing!

  • @lucasdahl1118
    @lucasdahl1118 Год назад

    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!

  • @smokeback
    @smokeback 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад +1

      I wish you the best of luck! :D

    • @smokeback
      @smokeback 2 года назад

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

  • @cyclone_dev9432
    @cyclone_dev9432 2 года назад

    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  2 года назад

      Great tips! Thanks for sharing!

  • @marmitesandwichdev1725
    @marmitesandwichdev1725 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад +1

      Super glad I could help! :D

  • @bearofdoom8293
    @bearofdoom8293 2 года назад

    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 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад

      Nice! :D

  • @MarioDoodles
    @MarioDoodles 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад

      Glad to hear it!

  • @Skeffles
    @Skeffles 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад +1

      Great to hear! :D

  • @hudsonator7259
    @hudsonator7259 Год назад

    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)

  • @aFewBitsShort
    @aFewBitsShort 2 года назад +1

    Looking forward to the next video in the series!

    • @Goodgis
      @Goodgis  2 года назад +1

      It will hopefully be out by the 24th :D

  • @scoopydevy
    @scoopydevy 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад +1

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

  • @k-kato-o
    @k-kato-o 3 года назад

    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  2 года назад +1

      :D Thanks so much!

  • @theray4002
    @theray4002 2 года назад

    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  2 года назад +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."

  • @AeonianDaily
    @AeonianDaily 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад

      You got this! :D

  • @Ren21690
    @Ren21690 2 года назад

    This really helps me greatly @Goodgis

    • @Goodgis
      @Goodgis  2 года назад

      Super happy to hear it! :D

  • @archetypervb
    @archetypervb Год назад

    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  Год назад +1

      Glad I could help!

  • @DecapitatedOstrich
    @DecapitatedOstrich 9 месяцев назад

    This is so helpful, thank you!

  • @prox276
    @prox276 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад

      Thanks so much, Prox!

  • @3Dimentional
    @3Dimentional 2 года назад

    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  2 года назад

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

  • @maxrdev703
    @maxrdev703 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад +1

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

    • @maxrdev703
      @maxrdev703 2 года назад

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

  • @ARDIZsq
    @ARDIZsq 2 года назад

    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  2 года назад

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

  • @PhilipLL
    @PhilipLL 2 года назад

    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 года назад

      Thanks for sharing!

  • @faris_diz
    @faris_diz 2 года назад

    You are so underrated, great videos

    • @Goodgis
      @Goodgis  2 года назад

      Thanks so much! :D

  • @usernameforgottoexist
    @usernameforgottoexist 9 месяцев назад +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  9 месяцев назад

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

  • @theera9514
    @theera9514 2 года назад

    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  2 года назад

      Thanks for sharing!

  • @luisdomingues9248
    @luisdomingues9248 4 месяца назад

    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

  • @quincyisrandom7487
    @quincyisrandom7487 3 года назад +2

    I NEED this

  • @randomuser1249
    @randomuser1249 3 года назад +1

    I just started making a Metroid vania this is so good

    • @Goodgis
      @Goodgis  3 года назад

      Glad to hear it!

  • @miguelluceroart
    @miguelluceroart 2 года назад

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

  • @TheAssassin642
    @TheAssassin642 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад

      Glad it could help! :D

  • @albertolanataable
    @albertolanataable 2 года назад

    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 года назад

      I've never thought of that. :D

  • @infiniverse835
    @infiniverse835 2 года назад +1

    Excellent Video at a perfect time!
    Keep it up!

    • @Goodgis
      @Goodgis  2 года назад

      Thanks a lot! :D

    • @Goodgis
      @Goodgis  2 года назад

      Thanks, will do! :D

  • @TheShelfman
    @TheShelfman 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад

      Thanks so much, me too! :D

  • @supercyclone8342
    @supercyclone8342 2 года назад

    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  2 года назад

      Thanks for sharing!

  • @JasonLothamer
    @JasonLothamer 2 года назад

    Wishlisted! But you really need a trailer!

    • @Goodgis
      @Goodgis  2 года назад

      Thanks Jason, I'll been meaning to work that. I'm really going to dedicate 2022 towards polishing and wrapping up this game.

  • @winkulgames6656
    @winkulgames6656 3 года назад

    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 года назад

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

  • @level1gg
    @level1gg 2 года назад +1

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

    • @Goodgis
      @Goodgis  2 года назад +1

      All it takes it practice! :D

  • @foundcrab4742
    @foundcrab4742 2 года назад +1

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

    • @Goodgis
      @Goodgis  2 года назад +1

      Definitely!

  • @newcoolgamer200
    @newcoolgamer200 2 года назад

    This really helped me!

    • @Goodgis
      @Goodgis  2 года назад +1

      Glad it could help!

  • @gabochip4703
    @gabochip4703 2 года назад

    Thanks for your advices!!!

    • @Goodgis
      @Goodgis  2 года назад

      Thanks for watching! :D

  • @obenohnebohne
    @obenohnebohne 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад

      Glad you enjoyed it! Thanks so much!

  • @tentakrool7032
    @tentakrool7032 3 года назад

    This will help me on my dream game thx

    • @Goodgis
      @Goodgis  2 года назад +1

      Glad to hear it!

  • @osamza
    @osamza 2 года назад

    Thanks for the fantastic video

    • @Goodgis
      @Goodgis  2 года назад

      Thank you for watching it!

  • @Pluto-ek3mh
    @Pluto-ek3mh 2 года назад

    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  2 года назад

      That's a great idea! Thanks for sharing!

  • @FuriousMaximum
    @FuriousMaximum 2 года назад

    So using a program called Mega Man Maker, I have made stages with over 150 screens that could be called small Metroidvanias.
    Roll Metroidvania - Clean the Toilet
    Proto Metroidvania - Seasons Beatings
    Mega Metroidvania - Night Mission

    • @Goodgis
      @Goodgis  2 года назад +1

      Woah, that sounds awesome! haha

    • @FuriousMaximum
      @FuriousMaximum 11 месяцев назад

      ​@@GoodgisSince then I have 9 of them, a few over 200 screens each. I'm glad that you mention Metroid and Mega Man from the start.
      I like having the abilities be the keys, but also create areas that requires learning and using some limits of an ability to get through an area.

  • @Steelriffsishere
    @Steelriffsishere 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад

      Thank you very much!

  • @AlesioFabi
    @AlesioFabi 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад

      Thanks so much! :D

  • @starzlight3010
    @starzlight3010 3 года назад

    This game really grew a lot

    • @Goodgis
      @Goodgis  3 года назад

      Thanks so much!

  • @royschrauwen
    @royschrauwen 2 года назад

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

    • @Goodgis
      @Goodgis  2 года назад +1

      Glad it was helpful!

  • @pixelartpepe8180
    @pixelartpepe8180 2 года назад

    You inspire me all the time :)

    • @Goodgis
      @Goodgis  2 года назад +1

      Thanks so much! :D

  • @ryanlettieri2597
    @ryanlettieri2597 11 месяцев назад

    Super beautiful game wow!

  • @floorbeardthepirate1141
    @floorbeardthepirate1141 2 года назад

    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  2 года назад

      Yeah, GMTK is an awesome channel!

  • @SufianDira
    @SufianDira 2 года назад

    Amazing video!

    • @Goodgis
      @Goodgis  2 года назад +1

      You are so kind! :D

  • @EEGAR
    @EEGAR 2 года назад

    You should add Venus fly traps and sticky honey

    • @Goodgis
      @Goodgis  2 года назад

      Love the idea! :D

  • @GhostbitStudios
    @GhostbitStudios 2 года назад

    This is amazing advice! I hope to one day make a metroidvania so this is very helpful! If fact I'm going to apply this to my main game, I'm not good at level design btw lol 😅

    • @Goodgis
      @Goodgis  2 года назад +1

      Go for it! :D

  • @mr.preston1632
    @mr.preston1632 2 года назад

    I have been getting into Undertale recently, whenever someone says Metroidvania, my brain cracks a bit

  • @madmanga64
    @madmanga64 2 года назад

    Great video!

  • @FortyS
    @FortyS 2 года назад

    Great pretty much what was I expecting, but the topic would be much more interesting with a few examples

    • @Goodgis
      @Goodgis  2 года назад

      I tried to give as many as I could but thanks for the feedback!

  • @ludozburg
    @ludozburg 7 месяцев назад

    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?

  • @dlbike76
    @dlbike76 2 года назад

    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.

  • @kirillheroes98
    @kirillheroes98 2 года назад

    Also very important thing is difficulty. Each room should have its own difficulty and rooms that can be visited earlier should be less difficult than the rooms that gonna be visited later

    • @Goodgis
      @Goodgis  2 года назад +1

      Good point. :D

  • @microdavid7098
    @microdavid7098 2 года назад

    amazing work. Always inspiring.

    • @Goodgis
      @Goodgis  2 года назад

      Thanks, David! :D

  • @piousthepious
    @piousthepious 2 года назад

    Also plEASE go in depth for music creation, as a beginner composer I’m struggling a bit with that

    • @Goodgis
      @Goodgis  2 года назад +1

      I definitely will. :D