Asset Placement 101
I say 101 but it's pretty basic and not ironclad by any stretch of the imagination - For all intents and purposes this is the most primitive design ideology/common sense that should be utilized when making levels - I'll stress the point here this is why we do a quick mock up level! when I started my original block out of what I wanted the level to look and feel like I started running into the basic issues that always arise; a few of these are generally aesthetic but a select few are general design principles - Let's examine: This was the first pass of an elevated stairway - the main issue is apart, think of this as a third person or even isometric game, what would the first thought be around the circled areas??? Space!? There's a lack of it for sure. Given the size of the room, the character, the enemies, puzzles and environments etc etc etc, there will be little space to move around/up the stairs without causing some obvious issues. Now this is of course dep...