How to Design Great Metroidvania Levels | Game Design

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  • čas přidán 4. 06. 2024
  • In today's Devlog we'll cover the allusive Metroidvania level design, and how it's actually pretty easy to make. Games like Super Metroid, Cave Story, Hollow Knight, and more. I'll even show the steps I took to overcome it with my game indie game, Dewdrop Dynasty.
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Komentáře • 429

  • @Goodgis
    @Goodgis  Před 2 lety +59

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

    • @BlakaD
      @BlakaD Před 2 lety

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

    • @elirichmond8643
      @elirichmond8643 Před 2 lety +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 Před 2 lety

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

    • @colleagueloyal7269
      @colleagueloyal7269 Před 4 měsíci

      will the game be available on Mac?

  • @andrewdrost6786
    @andrewdrost6786 Před 2 lety +258

    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  Před 2 lety +66

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

    • @doolenny9458
      @doolenny9458 Před 2 lety +9

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

    • @flashbackfrank8781
      @flashbackfrank8781 Před 2 lety +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 Před rokem +2

      Yeah and hollow knight does that REALLY good

    • @eleos-7845
      @eleos-7845 Před rokem

      @@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 Před 2 lety +123

    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 Před 2 lety +24

    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  Před 2 lety +6

      Thanks for sharing!

    • @villagerjj
      @villagerjj Před rokem +2

      This makes me think of bob omb battle field

    • @animatrix1490
      @animatrix1490 Před rokem +2

      @@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 Před 2 lety +118

    dewdrop dynasty maker confirmed??

    • @Goodgis
      @Goodgis  Před 2 lety +27

      Oh gosh, I hope not. XD

    • @Hamox
      @Hamox Před 2 lety +1

      @@Goodgis haha

    • @Hamox
      @Hamox Před 2 lety +5

      @@Goodgis I actually hope you add a level maker

    • @Goodgis
      @Goodgis  Před 2 lety +14

      @@Hamox It would be quite the undertaking.

    • @5minutemovies977
      @5minutemovies977 Před rokem +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...)

  • @mixlaproduction
    @mixlaproduction Před 2 lety +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  Před 2 lety +22

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

    • @mostlime12195
      @mostlime12195 Před rokem

      @@Goodgis Nice.

  • @Quaffyson
    @Quaffyson Před 2 lety +62

    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  Před 2 lety +14

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

    • @broor
      @broor Před 2 lety +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 Před 2 lety +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 Před 2 lety +4

      @@Quaffyson try to explain? Pls!!

    • @ryanzullo7169
      @ryanzullo7169 Před 2 lety +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

  • @pixeltoonsjaafar
    @pixeltoonsjaafar Před 2 lety +23

    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  Před 2 lety +7

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

  • @GameEndeavor
    @GameEndeavor Před 2 lety +12

    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  Před 2 lety +6

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

  • @ronentai5950
    @ronentai5950 Před 3 dny

    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!

  • @Ghirko
    @Ghirko Před rokem

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

  • @sasquatchbgames
    @sasquatchbgames Před 2 lety +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!!

  • @hiiambarney4489
    @hiiambarney4489 Před rokem +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.

  • @CodingKricket
    @CodingKricket Před 2 lety

    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  Před 2 lety

      Thanks for watching! :D

  • @Evitrea
    @Evitrea Před 2 lety +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  Před 2 lety +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 Před 2 lety

      Idk what goin on here

  • @dizzardmoon
    @dizzardmoon Před 2 lety +2

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

  • @k-kato-o
    @k-kato-o Před 2 lety

    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

  • @clamshell6428
    @clamshell6428 Před 2 lety +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  Před 2 lety

      Thanks so much, that means a lot. :D

  • @cam1k578
    @cam1k578 Před rokem +1

    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  Před rokem +1

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

  • @Skeffles
    @Skeffles Před 2 lety

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

  • @calcite_dragon
    @calcite_dragon Před 2 lety +3

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

    • @Goodgis
      @Goodgis  Před 2 lety +2

      Glad I could help. :D

  • @setteplays
    @setteplays Před 2 lety +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  Před 2 lety +1

      Thank you for watching! :D

  • @scrubfive9239
    @scrubfive9239 Před 2 lety +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  Před 2 lety

      Nah, you'll do great! :D

  • @Hamox
    @Hamox Před 2 lety +1

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

  • @naternaterspaceinvader8217

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

    • @Goodgis
      @Goodgis  Před 2 lety +2

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

  • @SacredHeart18
    @SacredHeart18 Před 2 lety +10

    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  Před 2 lety +4

      Glad it was helpful! :D

  • @YuvalerY
    @YuvalerY Před 2 lety

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

  • @Jumpycnat
    @Jumpycnat Před 2 lety +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  Před 2 lety

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

  • @prox276
    @prox276 Před 2 lety

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

    • @Goodgis
      @Goodgis  Před 2 lety

      Thanks so much, Prox!

  • @awfyboy
    @awfyboy Před 2 lety +1

    My goodness, Dewdrop looks incredible! I can't wait to hear more about the music, considering I've never really heard it before.
    Good luck on your project, mate!

    • @Goodgis
      @Goodgis  Před 2 lety +2

      Thanks! Hope you'll enjoy it!

  • @TheAssassin642
    @TheAssassin642 Před 2 lety

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

    • @Goodgis
      @Goodgis  Před 2 lety

      Glad it could help! :D

  • @kingdev8688
    @kingdev8688 Před 2 lety

    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  Před 2 lety

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

  • @lytningthief
    @lytningthief Před 2 lety +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  Před 2 lety

      Glad it could help! :D

  • @DecapitatedOstrich
    @DecapitatedOstrich Před 5 měsíci

    This is so helpful, thank you!

  • @losalfajoresok
    @losalfajoresok Před 2 lety

    Amazing video, I just discovered your channel and I wish you the best because is really informative and entertaining, keep it up!

    • @Goodgis
      @Goodgis  Před 2 lety

      Thank you so much! :D

  • @Steelriffsishere
    @Steelriffsishere Před 2 lety

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

  • @scoopydevy
    @scoopydevy Před 2 lety

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

    • @Goodgis
      @Goodgis  Před 2 lety +1

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

  • @marmitesandwichdev1725

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

    • @Goodgis
      @Goodgis  Před 2 lety +1

      Super glad I could help! :D

  • @obenohnebohne
    @obenohnebohne Před 2 lety

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

    • @Goodgis
      @Goodgis  Před 2 lety

      Glad you enjoyed it! Thanks so much!

  • @Ren21690
    @Ren21690 Před rokem

    This really helps me greatly @Goodgis

    • @Goodgis
      @Goodgis  Před rokem

      Super happy to hear it! :D

  • @3Dimentional
    @3Dimentional Před 2 lety

    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  Před 2 lety

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

  • @nextProgram
    @nextProgram Před 2 lety

    The game's looking really good, dude. Every time I watch one of your videos I get inspired to work on my own games again

    • @Goodgis
      @Goodgis  Před 2 lety

      Thanks so much! Your game is awesome, you definitely should keep working on it. :D

    • @nextProgram
      @nextProgram Před 2 lety

      @@Goodgis Thanks! Haha I really need to get back into Keeper. You did get me to work on the world design for my metroidvania though, funnily enough

  • @loosejuice9672
    @loosejuice9672 Před 2 lety

    Level design even in general has always been very difficult for me, but this video has seriously opened my eyes to a lot of stuff :] Great work as always, my dude! B)

    • @Goodgis
      @Goodgis  Před 2 lety +1

      Super glad it helped! :D

  • @xolotl5435
    @xolotl5435 Před 2 lety +1

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

    • @Goodgis
      @Goodgis  Před 2 lety +1

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

    • @xolotl5435
      @xolotl5435 Před 2 lety

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

  • @AlesioFabi
    @AlesioFabi Před 2 lety

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

  • @TheShelfman
    @TheShelfman Před 2 lety

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

    • @Goodgis
      @Goodgis  Před 2 lety

      Thanks so much, me too! :D

  • @royschrauwen
    @royschrauwen Před 2 lety

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

    • @Goodgis
      @Goodgis  Před 2 lety +1

      Glad it was helpful!

  • @ARDIZsq
    @ARDIZsq Před 2 lety

    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  Před 2 lety

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

  • @newcoolgamer200
    @newcoolgamer200 Před 2 lety

    This really helped me!

    • @Goodgis
      @Goodgis  Před 2 lety +1

      Glad it could help!

  • @TheBcoolGuy
    @TheBcoolGuy Před 9 měsíci +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!

  • @BlueHawaii.
    @BlueHawaii. Před měsícem

    Oh my God it's insane how much the game has changed just in the time since this was uploaded

  • @supercyclone8342
    @supercyclone8342 Před 2 lety

    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.

  • @MadRDev
    @MadRDev Před 2 lety

    Thanks for the tips - I will definitely use them in my game!

    • @Goodgis
      @Goodgis  Před 2 lety +1

      Glad to hear it! :D What game are you making?

    • @MadRDev
      @MadRDev Před 2 lety

      @@Goodgis It's a run and gun metroidvania about a time traveling/controlling dog. It will have points in time as well locations... makes it even more complex. Just now finished time controll mechanics and 8-way shooting for my second spritn/devlog. Still very early, but im already planning my map.
      And also thanks for the reply, been following You for quite some time and I really enjoy your work and content.

  • @infiniverse835
    @infiniverse835 Před 2 lety +1

    Excellent Video at a perfect time!
    Keep it up!

  • @deviantdarkness8245
    @deviantdarkness8245 Před 2 lety

    Great ideas here, thanks!

  • @microdavid7098
    @microdavid7098 Před 2 lety

    amazing work. Always inspiring.

  • @gabochip4703
    @gabochip4703 Před 2 lety

    Thanks for your advices!!!

    • @Goodgis
      @Goodgis  Před 2 lety

      Thanks for watching! :D

  • @pixelartpepe8180
    @pixelartpepe8180 Před 2 lety

    You inspire me all the time :)

  • @smokeback
    @smokeback Před 2 lety

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

    • @Goodgis
      @Goodgis  Před 2 lety +1

      I wish you the best of luck! :D

    • @smokeback
      @smokeback Před 2 lety

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

  • @Whatthetrash
    @Whatthetrash Před 2 lety

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

    • @Goodgis
      @Goodgis  Před 2 lety

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

  • @MarioDoodles
    @MarioDoodles Před 2 lety

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

  • @miguelluceroart
    @miguelluceroart Před 2 lety

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

  • @GhostbitStudios
    @GhostbitStudios Před 2 lety

    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 😅

  • @maxrdev703
    @maxrdev703 Před 2 lety

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

    • @Goodgis
      @Goodgis  Před 2 lety +1

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

    • @maxrdev703
      @maxrdev703 Před 2 lety

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

  • @lettuce3775
    @lettuce3775 Před 2 lety +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  Před 2 lety

      Woah, thanks for sharing!

    • @lettuce3775
      @lettuce3775 Před 2 lety

      @@Goodgis Thank you for taking time to read!

  • @aFewBitsShort
    @aFewBitsShort Před 2 lety +1

    Looking forward to the next video in the series!

    • @Goodgis
      @Goodgis  Před 2 lety +1

      It will hopefully be out by the 24th :D

  • @faris_diz
    @faris_diz Před 2 lety

    You are so underrated, great videos

  • @SufianDira
    @SufianDira Před 2 lety

    Amazing video!

    • @Goodgis
      @Goodgis  Před 2 lety +1

      You are so kind! :D

  • @theera9514
    @theera9514 Před 2 lety

    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

  • @osamza
    @osamza Před 2 lety

    Thanks for the fantastic video

    • @Goodgis
      @Goodgis  Před 2 lety

      Thank you for watching it!

  • @madmanga64
    @madmanga64 Před 2 lety

    Great video!

  • @GoblinDepartment
    @GoblinDepartment Před 2 lety +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.

  • @ludozburg
    @ludozburg Před 3 měsíci

    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?

  • @winkulgames6656
    @winkulgames6656 Před 2 lety

    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  Před 2 lety

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

  • @bamfyu
    @bamfyu Před 2 lety +1

    Fantastic video :)

  • @lucasdahl1118
    @lucasdahl1118 Před 10 měsíci

    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!

  • @hudsonator7259
    @hudsonator7259 Před rokem

    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)

  • @RandomProduct
    @RandomProduct Před 2 lety

    4:50 what tool were you using for these layouts? Looks very useful...

  • @level1gg
    @level1gg Před 2 lety +1

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

    • @Goodgis
      @Goodgis  Před 2 lety +1

      All it takes it practice! :D

  • @randomuser1249
    @randomuser1249 Před 2 lety +1

    I just started making a Metroid vania this is so good

  • @zxramadeit
    @zxramadeit Před 10 měsíci

    May i ask, on 0:26 you show how you divide and design your levels, is that inside unity? or you use another program to do that. Because i want to do it like you, to organize myself better

  • @skelliebeeper5693
    @skelliebeeper5693 Před 2 lety

    Great video! What program are you using to drag around the minimap segments and such? Godot?

    • @Goodgis
      @Goodgis  Před 2 lety +1

      Adobe Illustrator :D

  • @matthewboyd8689
    @matthewboyd8689 Před rokem

    It's only now that I understand why I loved Call of Duty zombies Easter eggs
    They play out exactly like a metroidvania level.
    You have to do something or get something before you can get to the next thing. But that thing also is useful for gameplay.
    My gosh I wish more games did this. (And made actually challenging games as well)

  • @albertolanataable
    @albertolanataable Před 2 lety

    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  Před 2 lety

      I've never thought of that. :D

  • @eboatwright_
    @eboatwright_ Před 2 lety

    Super interesting! :D

  • @quincyisrandom7487
    @quincyisrandom7487 Před 2 lety +2

    I NEED this

  • @dlbike76
    @dlbike76 Před 2 lety

    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.

  • @ryanlettieri2597
    @ryanlettieri2597 Před 8 měsíci

    Super beautiful game wow!

  • @Ferplay2005
    @Ferplay2005 Před 2 lety

    Hey man, I love your videos. I´m making a metroidvania game aswell with a team and I´ll like to know what software you use to organize and make your maps

    • @Goodgis
      @Goodgis  Před 2 lety +1

      I just used Adobe Illustrator!

  • @PhilipLL
    @PhilipLL Před 2 lety

    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.

  • @tentakrool7032
    @tentakrool7032 Před 2 lety

    This will help me on my dream game thx

  • @liamross9228
    @liamross9228 Před 2 lety

    Great video Goodgis! It has really inspired me to create a more in-depth 2D game. Quick question, what is the software used at 06:07?

    • @Goodgis
      @Goodgis  Před 2 lety

      Thanks so much! Also that's Godot, it's a great open source engine.

  • @JasonLothamer
    @JasonLothamer Před 2 lety

    Wishlisted! But you really need a trailer!

    • @Goodgis
      @Goodgis  Před 2 lety

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

  • @mikgus
    @mikgus Před 2 lety

    Something i liked better in older metroidvanias was the lack of hard blocks to an area. Like Norfair in the video, you could get there before you had all the right equipment, byt you would probably die from the heat. You got the feeling of "maybe i can make it trough to the next colder area if i run and jump fast enough". Or maybe i can make that jump in the water area even if don't have the right suit.

    • @Goodgis
      @Goodgis  Před 2 lety

      That's a great point!

  • @u.g.3298
    @u.g.3298 Před 2 lety

    Awesome tips, although I think I've been working out of order (first developing the character and skills, and then making the "skeleton" of the map).

  • @volkdeer
    @volkdeer Před rokem

    what are you using to put your game together like that? im new to all this but I have everything for my game planned out, i just have no idea how to program and need a place to start, and a software for beginners

    • @Goodgis
      @Goodgis  Před rokem

      I'm just using Godot :D

  • @archetypervb
    @archetypervb Před rokem

    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.

  • @MintyFreshLabs
    @MintyFreshLabs Před 5 měsíci +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  Před 5 měsíci

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

  • @danieldewaswala9272
    @danieldewaswala9272 Před 2 lety

    how do you go about creating the said "mini maps", like which software do you use? Also, great videos

    • @Goodgis
      @Goodgis  Před 2 lety

      I just used Adobe Illustrator. :D But you can literally use anything.

  • @luisdomingues9248
    @luisdomingues9248 Před měsícem

    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