Finally got around to seriously attempting a
Knytt Stories level, after many false starts over the years. I plan on building this little preview into two distinct levels, both of which I'm pretty excited about.
First, I want to use it in a string of self-contained environments, each concisely illlustrating a point about good level design before warping the player to the next. This preview was originally conceived for that end, so it was self-contained enough that I felt comfortable sharing it on its own.
Additionally, though, I think that it works well enough as an introduction to use as the starting point of a more conventional - but still, I hope, creative -
Machine-ish level. Backtracking, pretty environments, you know the drill. I already have a rather concrete idea of how the areas surrounding this section will be laid out in that context, and I think that it'll be the easier of the two approaches to pursue.
For the moment, I only have a standalone three-screen environment, but I know exactly where I want to take it, and I like it enough that I want to share it and get some feedback. I don't see a reason to clutter the archive with a tiny preview like this,
so here's a FileDen link. And here's a panorama of the entire preview, but
please don't look at it before playing, as it'll spoil it. It's mainly there as a reference and for anybody who doesn't want to play.
A few things:
One of the things that I want to reflect in these levels is creative use of the Nifflas tilesets. I tend to see them used to re-create Nifflas's environments, rather than to create new ones, and I want to show that they can be used in new and interesting ways. Expect to see a lot of Nifflas's graphics in these levels (in fact, I plan on limiting myself to them exclusively), but don't expect them to look anything like
The Machine or
A Strange Dream.
The point about level design that this area (hopefully) shows is that it can be a good thing to make the player wait before they can run, provided that the time is used creatively and entertainingly. Even in Nifflas's levels, it feels like a chore to trudge from the start point to the run ability, and that's a shame. Here, I wanted to use that time's potential to the fullest. (That said, it's important to keep this period from overstaying its welcome; there's a reason that I only used three screens.) In the case of the first level concept that I mentioned, there will be signs explaining all of this, but I figured that they'd be redundant, distracting, and limiting outside that context, so they aren't in the preview.
Advice is welcome. It would be especially helpful if I could have some guidance on improving the scenery (I'm pretty happy with how it turned out, but there are times when I think that it looks a little samey, and I'd like to know if that's just because I put it together or if it really is that way), and I'd love to hear any tips on sticking through a project like this to the end. Also, is there any kind of standard for level tags in thread titles? I'm pretty sure that I misused the "environmental" tag, but I don't really know what else I should have put up there.
If I've done something wrong here, tell me bluntly. I want these levels to be as perfect as I can make them.
I really have to get to bed. Looking forward to you guys' replies in the morning.