Metroidvania level design

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Subtractive Design: Guide to Making Metroidvania Style Games: Part 2ish! Top Down Game, Game Level Design, Game 2d, Knight Games, Video Game Development, Design Theory, Level Design, Entertainment Design, Game Dev

I felt it was neccesary to include this next section before finalizing all of the components of Part 2. Here is a helpful guide to use when planning individual level layouts. I'll complete the rest of this blog post anothetr time. Core Interaction Loop Walkthrough This image is an example of how to lay out a level for a Metroidvania style game. The glossary should explain what the symbols on the map represent. This layout could be for a side-scroller, an overhead view or even a fully 3D…

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castpixel
Subtractive Design: Guide to Making Metroidvania Style Games: Part 1 Game Design Document, Game Level Design, Game 2d, Map Artwork, Video Game Design, Pixel Art Characters, Video Game Development, Game Environment, Pixel Art Games

BEFORE WE GET STARTED Metroidvania: A style of game (2D or 3D) which often features exploration based gameplay where a player controlled character gains new abilities that allow them to progress. These games are often action adventure titles with re-traversal elements. They include a growth system that unlocks meaningful upgrades that are required for game completion. The name Metroidvania comes from mixing Metroid and Castlevania though there are other games which use the same foundational…

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Gina Hobbs
"Randomized #Metroidvania 07: a brief study of Castlevania: SotN and vertical movement" #Castlevania #SotN #ClassicGames #GameDesign Metroidvania Level Design, Pixel Tileset, 2d Sprite, Sprite Animation, Castlevania Games, Estilo Cyberpunk, Piskel Art, The Floor Is Lava, Pixel Art Background

Next up is adding stairs, lifts, and all the architecture that should go in a room. It's already possible to move to rooms to the left and right, but moving up the map isn't possible yet. I decided to turn to maps of Castevania: Symphony Of The Night to see how they did it. First of all, Alucard seems to be two tiles wide and three tall. When he jumps his feet are 4 tiles higher than they were when he started. This means that the shortest ceiling is 3 tiles from the floor and he can jump…

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Tom Smith

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