Search:
= Linear Level Pattern = A level is frequently a rail with a set of encounters that must be overcome individually. This allows the designer to have complete control over the experience, including when the player must master skills, acquire power ups, and the like. It also provides a clear goal; keep going further, do not backtrack. To decrease the feeling of linearity (and improve rendering times) the level may snake around. This, IMO, is pretty tired level design. Examples: Final Fight, Spider-Man, most Halo levels ----- CategoryNeedsWork CategoryLevelDesignPatterns
Summary:
This change is a minor edit.
This wiki is licensed under a Creative Commons Attribution-Share Alike 3.0 License.
To save this page you must answer this question:
How many legs does a horse have?
Username:
Replace this text with a file