Well my process usually goes like this, be prepared cause this will be long to read lol.
Here are my preparation steps:
1)I dont think of the idea of my levels in the heat of the moment, they just randomly pop in my mind at any time of the day, so I have the habit of writing them down on a paper or a notepad for remembering them later when I open Lunar Magic.
2)I make sure I downloaded everything I'll probably need so then I can start designing the level, this usually includes: custom sprites,blocks,music,graphics,etc
3)At the moment that I start my level I usually put some masses of ground first and then some of the sprites/objects that I pretend to use together in the ideia that I previously had of the level to see how they work together.
4)If some objects/ideias dont match well enough together I try to see which other combinations could work, and which other ways I can try to execute the ideia.
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When I start to design my levels, I usually follow the following rules that I created for myself:
1)Each level must have its own ideia/mechanic to set them apart from others and keep them memorable.
2) Each level ideia must follow some steps:
-introduction in a safe environment,
-development of the challenge,
-twist: its basicaly a ramping up of the dificulty it consists in taking a new aproach to the ideia of the level, it can be mixing it together with other obstacles/mechanics introduced in the hack, using the ideia in a diferent take like a vertical level or a chase/autoscroll section for example, or some times instead of that I just introduce a second ideia that goes through the 2 same previous steps above, also some levels may have more than one twist depending of its lenght.
-A conclusion of the ideia to end the level.
3)Sometimes especially when I'm designing long levels I like to put some other mechanics that is unrelated to that level especific theme, these mechanics are usually more spreadly used through the hack on smaller section, their purpose is to break the pacing and add variety and keep the level's main ideias from being repetitive.
4)My levels usually have 0D-12 screens to keep the level from being too long and overstaying their welcome, keeping them from becoming boring.
5)I usually develop first the route of the main path the player will take to clear the level, then I go back and modify the layout a bit to create and think of good places to hide secrets, it can be pipe entrances, secret passages, places hard to reach, some sections that are usually obscured by the camera etc. and I reward the player for reaching these areas by adding collectibles, 1ups,coins,etc.
These secret passages/subareas can also provides smaller optional challenges/minigamesonus areas to the player.
And the reward for finding them must be consistent with the dificulty of finding/completing them.
6)I usually try to put at least 1 1up mushroom in the main route of at least 1 between 3 levels, so the less-experienced players can have some extra tries in that levels
7)If the dragon coins are a important collectible in the hack i usually put them closer all before or after the midway point so the player can collect them in one go even if he dies.
8)The more obscure secrets usually have some indication to help the player find them, it can be a trail of coins, a detail on the scenery,etc.
9)Some times I break these rules on purpose for a single level, it can add some tension in that particular level and subvert the expectations of the player keeping the levels from being formulaic.
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Thanks for playing and have fun!
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