Museum
Exhibits
as a level design
constraint.
What would my museum show the player about each of these?
Could really be anything:
Other things:
Exhibits are nice b/c they can be minimal and focus on simple objects, rather than a complete picture.
An ongoing list of games I'm accumulating requirements and content for.
For now i'm hoping to get many (all) of these done in 2023. I'm not sure how crazy or realistic that is - depends wildly on scope, I suppose.
For now, it's a nice way to compare ideas - for each of these, I want to answer parallel questions. Having multiple buckets can help brainstorm (vs working on just one game).
I'm also interested in strategies for approaching each of these. For example, Beat Em Up City might be built completely on top of Super Elevator Level, as both are beat em ups, but the SEL scope is much smaller. So there's some sorting that could make approaching these easier.
A Dino game.
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A Museum at the heart of Moon York City.
Full of exhibits.
Supporting Dino 's namesake (show me the bones!).
Where the game experience gets its detail.
Level design is player experience design.
Game feel might apply to multiple levels - some of level design may as well, but another aspect is getting out of the game meta and into the game-actual. What is the content! The level should focus on surfacing the leaves, the real 'what' of the game.