<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Stuart&#039;s Pixel Games]]></provider_name><provider_url><![CDATA[http://stuartspixelgames.com]]></provider_url><author_name><![CDATA[SPG]]></author_name><author_url><![CDATA[https://stuartspixelgames.com/author/stuie89/]]></author_url><title><![CDATA[Megaman 11 And Breaking Down&nbsp;Levels]]></title><type><![CDATA[link]]></type><html><![CDATA[<div class="wp-block-image">
<figure class="aligncenter size-large"><a href="https://www.humblebundle.com/g/puzzledorf"><img data-attachment-id="7638" data-permalink="https://stuartspixelgames.com/wide-ad/" data-orig-file="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png" data-orig-size="1920,586" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="wide-ad" data-image-description="" data-image-caption="" data-medium-file="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=300" data-large-file="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=1024" src="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=736" alt="" class="wp-image-7638" srcset="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=736 736w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=1472 1472w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=150 150w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=300 300w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=768 768w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=1024 1024w" sizes="(max-width: 736px) 100vw, 736px" /></a></figure></div>


<p>I&#8217;ve mentioned<strong> <a href="https://www.youtube.com/user/McBacon1337">Mark Brown</a></strong> before as a game design channel you should watch. One of his more recent videos is on the game design of <a href="https://www.youtube.com/watch?v=nYxHMZX6lN8"><strong>Mega Man 11</strong></a>. Making a platformer is something I&#8217;ve always wanted to do, and possibly will do for my next project now that <strong><a href="https://www.humblebundle.com/g/puzzledorf">Puzzledorf</a></strong> is finished. </p>



<p>Mark&#8217;s analysis is great. I recommend watching his <strong><a href="https://www.youtube.com/watch?v=nYxHMZX6lN8">video</a> </strong>linked below for the full break down. One of the interesting things I noted is how he saw that the levels are broken down into multiple smaller rooms, and that was a good thing.</p>



<figure class="wp-block-image"><img data-attachment-id="4647" data-permalink="https://stuartspixelgames.com/2019/02/18/mark-brown-megaman-11s-design/mega-man-11/" data-orig-file="https://stuartspixelgames.files.wordpress.com/2019/02/mega-man-11.png" data-orig-size="2556,1440" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Mega Man 11" data-image-description="" data-image-caption="" data-medium-file="https://stuartspixelgames.files.wordpress.com/2019/02/mega-man-11.png?w=300" data-large-file="https://stuartspixelgames.files.wordpress.com/2019/02/mega-man-11.png?w=1024" src="https://stuartspixelgames.files.wordpress.com/2019/02/mega-man-11.png" alt="Mega Man 11" class="wp-image-4647" /></figure>



<p>Now, it would be easy to associate using single rooms, outside of RPG&#8217;s and Rogue-likes, with dated games like the original Zelda&#8217;s and Mega Man games, thinking they did it simply because of technology limitations. And yet, when dabbling with Mario Maker, I found breaking the levels up into defined &#8220;chunks&#8221;, rather than trying to tackle an entire level at once, led to better creative results.</p>



<p>You also see in the recent game Celeste this technique being used quite well. It&#8217;s almost as if breaking a larger level down into small chunks help you to focus and refine your design, making it clear what your goals of for the challenges of that &#8220;room&#8221; or &#8220;chunk&#8221; are, and leading to better overall levels.</p>



<p>I took a bit of this approach with the puzzle design in <strong><a href="https://www.humblebundle.com/g/puzzledorf">Puzzledorf</a></strong>. In earlier prototypes, I had larger levels that almost ended up being made up of several small puzzles when you really broke it down. It&#8217;s much more refined now, having each <strong>level</strong> focus on one specific puzzle.  You could almost think of each puzzle like a room in a Zelda dungeon.</p>


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<figure class="aligncenter size-large"><a href="https://www.humblebundle.com/g/puzzledorf"><img data-attachment-id="5776" data-permalink="https://stuartspixelgames.com/2021/09/26/difficulty-pacing-in-puzzledorf-reflections/mushroomgif/" data-orig-file="https://stuartspixelgames.files.wordpress.com/2021/09/mushroomgif.gif" data-orig-size="621,498" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="MushroomGIF" data-image-description="" data-image-caption="" data-medium-file="https://stuartspixelgames.files.wordpress.com/2021/09/mushroomgif.gif?w=300" data-large-file="https://stuartspixelgames.files.wordpress.com/2021/09/mushroomgif.gif?w=621" src="https://stuartspixelgames.files.wordpress.com/2021/09/mushroomgif.gif?w=621" alt="" class="wp-image-5776" /></a></figure></div>


<p>Breaking things up into separate challenges is probably a good way to approach designing a platformer, and possibly any game. Take programming, for instance. The best way to solve a programming issue is to break the problem down into bite-size chunks. So if you were making an open world game, you can&#8217;t make the whole world at once &#8211; you can only make it one bit at a time. So it makes sense to focus on each individual element and do that well.</p>



<p>If you take that concept into something like a platformer, it makes a lot of sense to actually turn the separate parts of the level into individual rooms, helping you to focus on each rooms design, potentially leading to some interesting games.</p>



<p>Take a look at Mark Brown&#8217;s video as he breaks down Mega Man 11 in much more detail and gives you lots of examples from the game &#8211; it&#8217;s a fantastic watch.</p>



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<span class="embed-youtube" style="text-align:center; display: block;"><iframe class="youtube-player" width="640" height="360" src="https://www.youtube.com/embed/nYxHMZX6lN8?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation"></iframe></span>
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<p class="has-text-align-center has-medium-font-size"><strong>If you enjoyed reading, try my game <a href="https://www.humblebundle.com/g/puzzledorf">Puzzledorf</a>.</strong></p>
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<figure class="aligncenter size-large"><a href="https://www.humblebundle.com/g/puzzledorf"><img data-attachment-id="7638" data-permalink="https://stuartspixelgames.com/wide-ad/" data-orig-file="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png" data-orig-size="1920,586" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="wide-ad" data-image-description="" data-image-caption="" data-medium-file="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=300" data-large-file="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=1024" src="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=736" alt="" class="wp-image-7638" srcset="https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=736 736w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=1472 1472w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=150 150w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=300 300w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=768 768w, https://stuartspixelgames.files.wordpress.com/2022/04/wide-ad.png?w=1024 1024w" sizes="(max-width: 736px) 100vw, 736px" /></a></figure></div>]]></html><thumbnail_url><![CDATA[https://stuartspixelgames.files.wordpress.com/2019/02/mega-man-11.png?w=1200&fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[248]]></thumbnail_height></oembed>