Aargon Level Editing
Some Design Tips
A few Basic Ideas
The simplest method to design a level is simply to
place some laser beams and pieces out on the board and then fill in some
corresponding coins. The disadvantage to this method
is that one often ends up with very difficult levels, very easy levels, or
often with levels that have several alternate solutions. The levels lack
an a-ha! moment and aren't generally pleasing to the eye or that fun to
solve.
A good level design should begin with a concept that can be discovered by
the player as he or she tries to solve the level. For instance, you might
want to show something as simple as the fact that the combination of two
refractors is equivalent to a single mirror.
To make the level fun, what you might try is to create a situation where it
appears that a mirror is needed somewhere, but find some way such that the
level can only be solved if the two-refractor combination is used instead.
Another good thing to do is not lay out so many coins that a level appears
intimidating. If there are many many coins on the level or an immediate
perceived complexity then players will be turned off. A great level is one
where it appears as though it should be trivial and only once the player
tries to solve it (at that point they're hooked) do they notice that it's
not really as trivial as it seemed on the surface.
After making the initial design, you will want to look for alternate solutions
to your level. This may be one of the most difficult aspects of level design
because it is not easy to 'forget' the intended solution and play the level
as though you had never seen it before. Getting a friend to test the level
can be very helpful. I eventually became pretty good at forgetting my own levels
on purpose so that I could test them effectively. In more than a few cases this
led to much frustration and doubt about whether I saved the level correctly.
Dirty Tricks
One of the key things I try to do if I want to make a really tricky level is
trick the player psychologically when designing a level. Imagine a level where
the prism should REALLY be used to hit a blue coin by reflecting the blue beam
instead of splitting the colors up from the white beam. And that instead
the white beam should be split up by using splitters and color filters. But to
the player it appears that they should split up the beam into several colors
using the prism whereas in reality it's impossible to solve the level that way.
Aargon is a game of optimization as well as puzzle solving. That is... in most
Aargon levels you have exactly the number of pieces you need to solve the
level in the most efficient way. That was always a rule for us when designing
levels. We tried to use the least number of pieces possible. When designing a level
try not to add unnecessary turns or paths to your design. If you do that,
then in most cases you'll find that there's another simpler solution to
your level.
Another thing that makes levels difficult to solve is the double use of
certain pieces. A level that uses the same refractor or same mirror for 2
beams is almost always a little trickier.
Since many Aargon levels require that a player use the prism right away
it's often a good trick to leave prism use to later in the level. That is..
if you can make a level where the right thing to do is to refract or reflect
the white beam a few times BEFORE using the prism players will have a harder
time.
Turning things on an angle is often a good device. Some of the simplest
levels can be made very tricky by requiring that the prism start at a 45
degree angle. The level bumblebee is a good example of this. One prism is
at a 45 degree angle. Another good example is the level "white" where it's
a very simple prism combination to the make the color white, but the level
gives many people (including myself) a hard time when they first see it
by simply rotating everything 45 degrees.
One of the meanest things you an do to a player is make the
laser sources rotateable. It adds many possible combinations to the level.
If a level design seems good but a little too easy, make the source rotate
and the difficulty should increase.
Another important aspect of design is to try and place the coins in such
a way as they don't give away the solution. Long rows of coins can give
away the path of beams. Corners can give away the path too. Try placing
green coins in such a way as to make it difficult to tell if the green beam
is traveling along the diagonal squares or not.
Conversely coins can be used to trick the player. Laying them out to make
a corner or a long line can lead the player down false paths where they're
convinced the beam MUST travel along a certain route where in fact that's
exactly wrong.
Final Note
Many of the piece designs in Aargon came about from the difficulty of actually
designing levels. Sometimes I would have what seemed like a perfect level
but it was ruined by the fact that the player could send the beam right instead
of left. And so the one-way piece was born.
Often you'll find you can fix levels by adding a TNT/Explosive Piece or by
adding black coins or one-ways. Walls and color filters can be effective too.
Well now you know all my dirty tricks. So go ahead and design some nastier
levels, or use this behind the scenes info to help you solve some of the
ones giving you a hard time.