Level Checklist (for Creators and Testers)

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Cigam – Level Checklist (Version 008) [090331]

You can download the "Open Office" version of this document: Checklist008.odt
You can download the Micrsoft Word" version of this document: Checklist008.doc
You can download the "Adobe Acrobat" version of this document: Checklist008.pdf

Level Creation:


For level creators, When you want to make a new level there are a few things to think about that may help in making a new level. First, pick a theme / atmosphere, is it in a cave, a snowy area.. things like that. Then decide what kind of parcour or tricks you are going to have. Second, add layering / detail to the background and other parts of the level. Now add the berries and/or wreckers. Perfect the level, by fixing blocks and testing your level for bugs. When testing your level look for and be aware of most of the things in this list. If you know the things in the list, creating levels should be easier, because you know what is being looked for in a new level.


Level Testing:


In short, a level cannot be similar to other levels that already exist, it can have similar aspects, but the parcour and design cannot be very similar. A level should be unique, original, and enjoyable. There should be no errors of any kind. The level does not have to be a short level or a long level, it has to be worth other peoples time to play it. The atmosphere or how the level appears is important too, but gameplay is more important. If the level is uninteresting or unappealing in some way, then it probably will not get accepted. Here is a short list of the Do's and Don'ts of what is expected to be in a level to get validated.


Errors: If any of these errors are in the level it cannot be validated.


No Level Errors: errors with the level or scripts. A level should not match any of these.

  1. ( ): It has the same ID as another level (an update level needs the same ID, but others do not),

  2. ( ): The level has no ID, title, or description (if it is the default values it is blank or “__”, this cannot be accepted),

  3. ( ): The script does not work (it causes an error at some point or may cause the level to crash),

  4. ( ): Level crashes for unknown reason,

  5. ( ): Displays the message “This level has errors which may make this level unplayable”,

  6. ( ): Player is inside of the wall at the starting position (causing the player to bounce out of the wall),

  7. ( ): Level lags or takes too long to load (the level is slow at times, which creates annoying gameplay)

  8. ( ): Strawberries are impossible to get too (either because it is too close to a wrecker or the level does not permit),


No Block Errors: errors with the block or sprites. A level should not match any of these.

  1. ( ): Vertex glitches (causing “filler” faces of that texture),

  2. ( ): Loops (because of vertex bezier curves or vertices were moved to cross over each other),

  3. ( ): Errors due to physics blocks (something about the physics blocks causes a problem),

  4. ( ): Errors due to dynamic blocks (Something about the dynamic blocks causes a problem),

  5. ( ): Blocks or sprites are causing flickering (blocks are in some way that it makes them flicker),

  6. ( ): Overuse of physics blocks (makes the level too unpredictable, uninteresting, and causes lagging),

  7. ( ): Flying Sprites (sprites are not used or placed correctly, a tree should be in the ground, etc...),

  8. ( ): Blocks do not have textures (they are on the default dirt texture with no edge effect or anything),


Worth: How well the level is made and plays. A level has to fit one of the criteria from each section.


Level Design: The way in which the level is constructed. A level has to match only one of these.

  1. ( ): An interesting and original parcour design (something that keeps me interesting and unique),

  2. ( ): A parcour that has been done before, but designed in a brand new way that makes it interesting,

  3. ( ): A short unique parcour, but the level is comprised of well designed GFX (e.g.,“one trick” levels),


Gameplay: How well the level plays in xmoto. A level has to match only one of these.

  1. ( ): The level is entertaining and fun (even if you play it 1,000s of times),

  2. ( ): Quick to long physics level (with non random gameplay, and something that is intriguing),

  3. ( ): Quick to long challenging/tricky level (but still exciting to play),


Level Appearance: The theme/atmosphere/appearance of the level. A level has to match only one of these.

  1. ( ): Well done layers and background layers (even if there are no sprites),

  2. ( ): Sprites and objects convey a certain type of atmosphere well,

  3. ( ): Textures, edges, and sky create a certain atmosphere well by themselves,



The sections below are for, a more specific critique of a level. It has more categories to check and make sure what is acceptable in a level and what is not.


In the matter of Track Design / Blocks composition:


Parcour / Level design:

Rejected if:

  1. ( ): Flat / Uninspired (it is so basic and simple that it is not even worth playing),

  2. ( ): Bland / Already been done (other levels have done similar parcours, so not worth validating),

  3. ( ): Boring (the level may have one interesting thing, but more than half of the level is not worth playing),

    1. ( ): Uninteresting (there are no tricks, no interesting style about it),

    2. ( ): Bland / Already been done (the tricks / style of the level have been done too many times already),

    3. ( ): Lacking (there just is not enough to the style and/or tricks used),

Acceptable if:

  1. ( ): Handdrawn (with these levels you need to make it appealing not just drawn, but if done well can be accepted),

  2. ( ): Inspired design (intriguing level parcour that is well thought out),

  3. ( ): Original (something that has never been done before is more likely to be validated),

    1. ( ): Smooth (smooth level design, that has some nice tricks and style),

    2. ( ): Tricky (nice set/combination of tricks used),

    3. ( ): Unique (interesting set of tricks / style, specifically things that have never been done before),


Gameplay:

Rejected if:

  1. ( ): Unoriginal gameplay (similar to the style of other levels that already exist),

  2. ( ): Poor gameplay (something very uninteresting),

  3. ( ): Average gameplay (similar to most of the levels, barely different),

    1. ( ): Noob (far too easy, 100% possible consistently),

    2. ( ): Minorly Luckbased (about 15% is entirely luckbased),

    3. ( ): Moderatly Luckbased (about 30% is entirely luckbased),

    4. ( ): Majorly Luckbased (about 50% is entirely luckbased),

Acceptable if:

  1. ( ): Nice gameplay (has appealing things in it),

  2. ( ): Good gameplay (has many interesting parts),

  3. ( ): Great gameplay (keeps me interested and playing the level),

    1. ( ): Easy (pretty easy, about 80% possible consistently),

    2. ( ): Medium (an average level, about 70% possible consistently),

    3. ( ): Difficult (somewhat hard, about 60% possible consistently),

    4. ( ): Hard (very hard, only about 50% possible consistently),


Strawberries and wreckers:

Rejected if:

  1. ( ): Strawberries are impossible to get too (either because it is too close to a wrecker or the level does not permit),

  2. ( ): Wreckers are in places that make it impossible to pass (either it is too much of luckbased, or it is impassable).

  3. ( ): Strawberries and/or Wreckers are too close together (making it too luckbased or impossible),

Acceptable if:

  1. ( ): The strawberries are placed in a meaningful manner (e.g. so that the player knows which way to go),

  2. ( ): The wreckers are in challenging places but do not diminish the quality of the gameplay,


Avoid Block overlapping:

Rejected if:

  1. ( ): Realign block vertices to fix the overlaps or gaps (the blocks may need to be unioned after this fix),

  2. ( ): Blocks need to be unioned (blocks that have the same texture, need to be made as one block),

  3. ( ): Blocks are causing flickering (blocks are over each other and the texture or a gap causes a flicker),

  4. ( ): Blocks edging are causing flickering (the edge effect on the blocks can conflict, and flicker),

Acceptable if:

  1. ( ): Blocks are unioned together (so that in “f9” mode it appears smooth and not a jumble of lines),

  2. ( ): Blocks are position correctly (in such a way that there are no errors),


Chipmunk Use:

Rejected if:

  1. ( ): Overuse of physics blocks (makes the level too unpredictable, uninteresting, and causes lagging),

  2. ( ): Physics properties need to be fixed to make the level more playable (e.g., the block is too heavy),

  3. ( ): Level should not be physics (because there is very little interaction with the physics blocks),

Acceptable if:

  1. ( ): A sensible amount of physics blocks are used (creating an interesting, but non majorly luckbased, parcour),


In the matter of GraFiX (GFX):


Well designed surfaces:

Rejected if:

  1. ( ): Needs textures (because there are none and there is no atmosphere/theme),

  2. ( ): Needs more textures (because it is needs more contrast between sections, atmosphere needs more to it),

  3. ( ): Textures conflict with the surrounding textures (change it to something more complimenting),

  4. ( ): Needs some edge effect (even a darken edge effect would work, because something is needed),

  5. ( ): Needs a better transition (because going from one texture to another suddenly appears ugly),

Acceptable if:

  1. ( ): The textures convey a certain feeling/mood/atmosphere (then players can enjoy it in normal mode as well),

  2. ( ): The textures match the level and the surrounding places well (there is no texture conflicts),


Layers:

Rejected if:

  1. ( ): Needs a different background / sky (because there is none or the current one is unappealing),

  2. ( ): The background / sky is insufficient (there is not enough to the background, more needs to be added),

  3. ( ): Needs a drifting background / sky (because the current one is bland and uninteresting),

Acceptable if:

  1. ( ): The background and sky match each other (and help with the appearance of the theme / atmosphere),

  2. ( ): The layers have an artistic quality (e.g., a picture of some kind put into the level, or made out of it),


Sprites:

Rejected if:

  1. ( ): The level needs more sprites (because there are none or a lack of them),

  2. ( ): Sprites do not match the atmosphere (e.g., a big green tree in a glass level),

  3. ( ): There are too many sprites (take away from the level, make the parcour indistinguishable, or cause flickering),

  4. ( ): Flying Sprites (sprites are not used or placed correctly, a tree should be in the ground, etc...),

Acceptable if:

  1. ( ): The sprites are placed in such a way that they (help with the atmosphere appearance),