Tips for Level Writers

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Introduction

I have learnt these things in various places, the help that comes with the editor, KQ Central tutorial, Discussion site and my own experimentation.

I have tried to made it comprehensive so as to cover most areas.

The list is vaguely in the order you might find useful when designing a level.

Now my Tips

  1. Don't be afraid to use paper to record ideas and what you are doing. A loose leaf folder is useful.

  2. Have a good idea of the basic story line of the game before you start with the editor.

  3. Give tiles, events, flags etc. meaningful names.

  4. Make a list by name and number of all the tiles you assign. Mark which ones are walkable. This helps to find a tile when you are clicking through from 200 to 87 or for map changes. Also helps to know if you are likely to run out.

  5. Remember you can use the same looking tile in different ways. i.e.
    A) Walkable and unwalkable for doors you can go through and doors you can't etc,.
    B) Safe grass and dangerous grass with different monsters.
    C) If you tile an area with a checker board of half safe tiles and half monster infested ones the chance of meeting a monster on that area is halved.
    D) Invisible barriers. (I used this in Time Fracture to produce an invisible maze for the endgame.)

  6. To see which tiles are which when doing the above you can either use the fact that the number of the tile is displayed as the mouse passes over it, or for large areas you can temporarily assign a different looking tile to one of the numbers so you can see where each one is and then reassign them to look alike later.

  7. In my opinion the best way to position events, warp points etc. is to find the appropriate square then right click and choose the option 'Place' and then the appropriate item.

  8. There is a priority ordering which decides what sort of item will trigger if different things are assigned to the same square. The order is:- Talking Events => Map Entry Points =>Stores => Special Monsters => Events => Questions =>Warp Points => Guilds. (Thanks to Eric for this)

  9. COMPLETE THE MAP FIRST
    A) Decide how you will use the main map.
    B) Start with the area where the game begins then add all the submaps & rooms you need for that area then work through the game.
    C) Bear in mind that it isn't too much of a problem to add a room or two later if you need to but deleting rooms or submaps unless they are the last of their kind and have nothing in them is fraught with difficulty.
    D) You can change the location of a room or submap if you could use it elsewhere rather than deleting it.
    E) If you delete a room or submap the situation is recoverable but you may have to reassign the location of every other room, submap, warp point, map change, special monster, store and guild in the game. You will certainly need to check if they are still correct. This would be easier if you had made a list of each of these but it's better if you just don't delete anything.
    F) When the map is finished add any warp points (and change walkable tiles to unwalkable if necessary) so you can walk the whole map. This means you can see what it looks like from inside of the game. Check if anything looks wrong. Check you can get everywhere.

  10. A good formula for calculating the average hit power of a weapon that is defined by AdB is (Ax(B+1))/2. See 'Notes for Game Players' for more detail on this and follow the link for more on dice throws in general.

  11. NOW ADD ITEMS, STORES AND GUILDS (AND SPELLS IF YOU ARE USING THEM).
    A) Check that all stores and guilds appear where they should and contain the right items.

  12. NEXT ADD EVENTS (including Talking Events and Questions), FLAGS, MAP CHANGES AND SPECIAL MONSTERS
    A) If the game is fairly linear you can do this in stages and check each stage as you go.
    B) The special monsters will need nominal stats at this stage.

  13. Flag basics.
    Flags work like this. If you define an event/talking event on a particular square then everytime you visit that square the event is triggered. Of course sometimes you don't want an event to trigger until something else has happened. In that case you set one of the flags in the "Required" flags section of the event defining screen. (You can give this flag an appropriate name in the "Flags" part of the Editor.) Then all you need to do is to make sure that when you define the event that has to happen first, you set the same flag in the "Grant" flags part of the event defining screen.

    You can also make an event "Clear" a flag. You can clear a flag even if the player doesn't actually have it without ill effect, this allows you to do some clever things. In my demo I use this to give appropriate messages when crossing to and fro over a bridge.

    Some people prefer to set a lot of flags right at the beginning of the game. They then use this so that they can have, for instance, several people who will tell you the same piece of information. These events all need one of the flags that have been set. The events that are your conversation with each of these people then clear that flag so that once one of the people has told you the information the other people don't.

    Think of it this way. If an event grants you a flag then you can add it to your notional flag inventory. When you get to a square where there is an event that needs a flag if that flag is in your inventory then the event will trigger. If you haven't got the flag it won't.

    A further thing to notice is that if an event gives one or more flags then the event will not trigger again so long as you have all those flags. However if only one of those flags is cleared by a later event then the original event will reactivate.

  14. When numbering Flags, remember that:
    A) Higher number flags do not override lower numbered ones but higher numbered events do take priority over lower numbered ones (also see below). This means that flags can occur in any order.
    B) However, if you like to have your flags in some sort of logical play order, when testing the game you may discover that you need to add another flag or more in the middle of the sequence so leave gaps. I use only the odd numbers but even then I sometimes need to move some. (Obviously this is proportional to how many flags you think you will use in total.)

  15. When more than one event or map change applies on the same square later ones must have higher numbers. HINT: If you need to add a new event that occurs on the square before one you've already done. Create a new event. Copy the later event you already have into it then change the original version to the new intervening event. The same appears to apply to map changes but here it's probably easier just to delete the map changes and redo.

  16. Writing out an ordered list of events, with accompanying flags (needed, given and cleared) as also map changes initiated by those flags and then working this through in your head (or on paper) before you start programming can help show up problems.

  17. LAST OF ALL ADD THE WANDERING MONSTERS
    A) At this point you need to decide on a first approximation to the right stats for all the monsters including special ones.

  18. AND FINALY PLAY TEST
    A) I play tested my game in stages and decided how many levels I wanted players to increase with each stage if they played straight through without making special efforts to build up their stats and kept replaying till all worked to my satisfaction.


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    Last updated 8th October 2000

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