Enjl wrote: ↑
Tue Oct 06, 2020 2:43 am
Do you place blocks first and later place enemies into empty-looking areas, or do you place enemies first/at the same time as blocks, and make block structures that complement the enemy placement? 3-7 makes me think it's the former, since the level very much felt like the entire path was completely planned out, but it seemed empty so you used your episode's enemy palette to fill in the gaps. I think that style does not make for very interesting gameplay, since the geometry isn't catered to assisting enemies as obstacles.
When it comes to planning levels I tend to jump back and forth between kinda rolling with the layout on the spot to sketching out how I want the level to look. In this case I did improvise a bit more with the layout with both halves being done at different times in the past month or so.
Admittedly your assumption is correct as I was driven more to knock out the gimmick more so than the enemy placement to compliment the gimmick. I did plan out which enemies I specifically wanted for this level ahead of time as well, but yeah with some of the geometry I struggled with enemy placements (especially in the mountainous area in section 1).
Replaying my level I see where you’re coming from, and I’ll definitely try out the latter strategy with other levels that are currently in progress to see how that pans out for me. I’ll go through this level again too to see which segments could use better enemy implementation.
Thanks for the feedback on this!