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#1 2015-12-26 16:43:36

AmdS
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From: Brazil
Joined: 2015-05-27
Posts: 2,384
Website

What goods concepts of minigames?

Hello,

Everyone here that create nice worlds with hard-medium minis and art know that they need to create pretty minis and enjoyable minis, but we never have nice ideas for conecpts. Anyone here would suggest ideas for nice minis concepts that fits in the world art? I'm tired of thinking of any cool minis but never came to my mind.

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#2 2015-12-26 16:51:05

Onjit
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Joined: 2015-02-15
Posts: 9,709
Website

Re: What goods concepts of minigames?

My two most recent levels (1 and 2) use the physical bounds of the art as the "minis", and is much more about navigating through a space, rather then a series of challenges. My advice would be to think more about gameplay, and what you want players to do in your level, and how they will move about, and what the purpose will be etc, rather then going straight to an ordered set of minis.


:.|:;

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#3 2015-12-26 18:34:13

nlmdejonge
Member
Joined: 2015-02-15
Posts: 1,264

Re: What goods concepts of minigames?

AmdS wrote:

minis concepts that fits in the world art

Minimap art, you mean? If so, then maybe reverse it and start with the minis. Then, optionally, add world art that works with the minis. They'll think you're the new Picasso, because the faces and things on the minimap are all shaped weirdly to fit with the minis. //forums.everybodyedits.com/img/smilies/wink


I have permanently left the game and forum.
EE is an entertaining game and I enjoyed playing it...
...but it's time for me to move on.

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#4 2015-12-26 18:37:10

AmdS
Member
From: Brazil
Joined: 2015-05-27
Posts: 2,384
Website

Re: What goods concepts of minigames?

nlmdejonge wrote:
AmdS wrote:

minis concepts that fits in the world art

Minimap art, you mean? If so, then maybe reverse it and start with the minis. Then, optionally, add world art that works with the minis. They'll think you're the new Picasso, because the faces and things on the minimap are all shaped weirdly to fit with the minis. //forums.everybodyedits.com/img/smilies/wink

If you are saying I mean smileys art, you probably don't understanded the topic

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#5 2015-12-26 18:48:01

nlmdejonge
Member
Joined: 2015-02-15
Posts: 1,264

Re: What goods concepts of minigames?

No, I don't mean smiley art. //forums.everybodyedits.com/img/smilies/smile


I have permanently left the game and forum.
EE is an entertaining game and I enjoyed playing it...
...but it's time for me to move on.

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#6 2015-12-26 19:38:55, last edited by Kirby (2015-12-26 19:40:12)

Kirby
Member
Joined: 2015-04-04
Posts: 4,307

Re: What goods concepts of minigames?

Well,

Minigame concepts are hard to create. It really depends on the type of level you're making.

If you are making a level centered around about 10-20 mini games, like the fractured fingers campaign levels, (doesn't need to be that hard though), you definitely want unique minigames

When I (attempt to) make creative minis, I basically go through 3 steps

1) Find a certain jump or path that isn't... usual
2) Place that jump in the minis multiple times. Don't just copy the same thing 3 or 4 times, but make each part different. Your mini should flow
3) Exploits, Exploits, Exploits. Think of every possible exploit possible ever.

Take a look at the 3rd mini in Tech terror. the concept there was going down on a sideways arrow stream then doing back up so you could break the down gravity, which is then repeated in different angles. Though it is repeated 4 times, it still contains flow.

Flow is just as important as the concept itself. The mini should feel like one constant, fluid motion. Try avoiding things like this to connect parts of your minis

Also: if you are making a 10-20 minigame level, don't make 10-20 mini games. make 30-40. We made 33 mini games for arris dome, but only 16 ended up being included

I don't know if any of that made sense, but i hope it helped a little

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