BossPattern
= Boss Pattern = I'm not really clear on why bosses are considered an almost mandatory component of videogames. . . . with some arrows.) ---- CategoryGoodIdea CategoryLevelDesignPatterns . . .
3K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DoorKeyLevelPattern
= Door Key Level Pattern = Problem: We want to give the player the illusion of freedom and nonlinearity, . . . structures. ---- CategoryGoodIdea CategoryLevelDesignPatterns . . .
4K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FedExMissionPattern
= Fed Ex Mission Pattern = Possibly the lowest common denominator of game mission design, the Fed Ex . . . "sub story pattern." -- LionKimbro ---- CategoryLevelDesignPatterns . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
LevelDesignPatterns
= Level Design Patterns = These patterns could apply to levels, missions, scenarios, encounters, stages; . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
LinearLevelPattern
= Linear Level Pattern = A level is frequently a rail with a set of encounters that must be overcome . . . most Halo levels ----- CategoryNeedsWork CategoryLevelDesignPatterns . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MicroMacroSimilarityLevelPattern
= Micro Macro Similarity Level Pattern = Frequently, the way rooms or platforms are laid out in a level . . . CategoryGoodIdea | CategoryNeedsWork CategoryLevelDesignPatterns . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OptimalPathsLevelPattern
= Optimal Paths Level Pattern = The game designer consciously provides a best strategy (or strategies) . . . more easily. ---- CategoryGoodIdea CategoryLevelDesignPatterns CategoryNeedsWork . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
7 pages found.