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Level Design in Mega Dimension Ripper 9000

  • jacquesj9871
  • Mar 10
  • 2 min read

Updated: 2 days ago

How we leveraged abstract level designs with procedural generation to create unique player experiences.






 In Mega Dimension Ripper 9000, the goal of our level design is to create fun areas for players to play with and enjoy. We contemplated a few ways to do this. Should we randomize all parts of the level to maximize replayability? Or should we manually create each level, sacrificing randomness but allowing us to be more creative and intentional with our level designs? 


We settled on a mix of the two. We would generate parts of the level procedurally, while other parts we would create manually. We briefly considered building the level designs in Unreal Engine but settled on using an external program called Tiled to do the designs. In Tiled, we were able to draw out the general layout and export it as a small text file. 

In each Tiled level we create a layout of “inner walls”, (strict barriers throughout the stage), and mark spots for possible “large props” (bigger eye-catching objects that can be interacted with in interesting ways). That’s it! After we finish drawing the big parts of the level, we export it from Tiled and put it into our level design folder. 


In Unreal Engine we read in these simple text files, dynamically creating walls and large props where they need to be. This process is super quick and efficient, which permits us to quickly load up new levels, something that is extremely important for us to maintain our fast paced and exciting gameplay. 

After the level is generated from our Tiled file, we then procedurally populate the level with “small props”, little objects such as crates and barrels, as well as environment specific decorations such as plants and trees for the jungle environment, or snowmen and snowballs in our north pole environment. These small objects are scattered around, (we make sure they are still visible to the players), and make every level look unique and interesting. 


Perhaps the best part of this whole process is that it opens up level design to anyone. The builds of our game contain a level design folder. In these, players can create their own custom level layouts and designs in Tiled, then add them into that folder to play with them in the game. This allows players to really make Mega Dimension Ripper 9000 unique to themselves. 


By leveraging Tiled for level layout creation and utilizing a bit of procedural level generation, our level development process remains efficient and flexible. This method not only enhances the gameplay experience with unique and engaging play areas but also empowers players to build their own custom levels. Ultimately, this innovative level design strategy ensures that Mega Dimension Ripper 9000 remains fresh, exciting, and uniquely tailored to each player’s designs. 

-Austin Pico

 
 
 

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