What if you don’t want it to connect?
Sure, I’ll admit defeat on that one. I can’'t edit and add a note, so just… yeah.
Bump.
Wow, this is an amazing guide, @Turtle!
bump
(only could go for 20 days huh)
I’m being dead serious, how in the name of this world, IS GlowingTurtle NOT NUOTM!
all jokes aside this is a really good guide! (I just realized he requested suspension, aw dang it )
That’s a good guide for beginners
Because it’s rigged, if you didn’t know.
Now, let this post stay Gimkit-related. It’s a good one, and I want to keep it that way.
Bump.
20days only is a lil crazy.
Merry Bumpmas to everyone! Great guide GlowingTurtle Please come back!
Bump!
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⠀⠀⠀⠀⠀⠀⣠⣾⢋⡗⡜⢦⡱⢆⢳⠩⡖⣙⢎⡲⡩⣝⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣻⡄⠀⢀⣀⣀⠀
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⠀⢸⣟⣻⠞⣥⠺⣿⣿⣿⣿⡿⣉⠳⠴⡱⢿⣿⣿⣿⣿⡗⢭⢲⡩⠖⣌⠧⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡱⣩⡞⠁⠀⠀
⣀⢸⣯⡿⢩⢆⠽⣘⢻⢻⣍⠧⣉⠳⣍⢎⡝⢻⠿⣟⠳⣜⠣⣖⣙⢺⡘⣲⢹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠣⣵⠋⠀⠀⠀⠀
⠂⢸⣷⢻⢱⡊⠧⡍⡖⢿⣿⣾⣥⢫⢔⣮⣾⣿⡷⢨⠳⣌⣓⠲⣌⢳⡸⣡⠎⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⢱⢻⡏⠀⠀⠀⠀⠀
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⠄⠀⠄⠠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Turtle Bump!
Bump! Turtle has awakened once again…
Glow-Turtle Bump.
Bump!
First topic, first uh second reusable bump. Check whenever “Mr. Skibidi ohio rizzler” returns to Discovery.
Other stuffs from a while ago removed to save space
Mindless comments over here.
i usually put something useful here but you said mindless comments so… :| -'83
Froyos are superior -froyo
I cant find “Mr ohio only up” on discovery anymore, it might’ve been taken down - coderdash
Mr ohio was in grab bag for me
gimkitnoobie - WHAT THE SIGMA?
mindless comments? its time for me to cook >;)
Acted too fast. Okay so one time comments are good, but no chatting threads. Sound good? Don’t respond to that that’s chat behavior lol.
I’m still bumping this.
I edited and finished the guide!
@Here_to_help formal wiki request so I can edit?
Bird: there you go, a wiki and a like!
I’ve got some awful news. I was editing this on mobile and misclicked and suddenly… I deleted the draft. I worked so hard on finishing it… there were so many sections and it was even a little above the character limit. I’m kind of in shock. All that work is gone now.
Except, I had the draft open on my laptop so when I can get back on there, maybe I can copy and paste the raw before the page reloads and it’s deleted.
Sorry everyone. I’m really disappointed in myself.
You can see that the title changed but the post content did not.
Wait!
Okay I found it on a really old tab and resaved the draft, that was slightly nerve-wracking, uh, sorry for the false alarm. It felt very real at the time lol. Now the only issue is that it’s like ten thousand characters over the maximum limit so I’ll just edit it down.
Carry on. Lesson learned: always save a backup on another software and never try to edit anything on mobile.
Wait Froyo what? Final… bump? Noo-
Thank goodness. Literally came to read this guide saw there wasn’t one and freaked out
.-. why would you use anything GKC related on mobile
T-T no one is here for me anymore
Alright, so uh… Gimkit hasn’t quite gotten back to me about extending the character limit, so I’m going to post as much of the guide as possible here for now and then post the rest of it here in a drop down so I can hit my self-imposed deadline (anyone noticed that this is the fortieth post and my goal was forty likes).
I uh… big thanks to Slim and Toxic for helping with some formatting and reading the drafts. I was trying to finish the guide on mobile and that almost, let’s say, caused me to respawn,
Anyways. @here I know pings don’t work but if you’re interested, please do read the updated guide. It’s a lot different.
And I still need to add pictures, I know. I’m working on it.
Yes I am making the edit uh hold on, it’s being slightly annoying.
And here’s the second part for now.
Second Part of the Guide
Game Mechanisms
There are a ton of mechanisms, as in things players can do in a map to progress, that are listed and explained here.
Parkour
There are a couple different ways to do your parkour, and it’s usually better to stick to one and not mix them.
Parkour Technique One: Difficulty Chart
Using barriers to create a “difficulty chart” style parkour, where there are slope jumps and head hitters all made with barriers.
This system is used in most difficulty charts, and it’s a great way of focusing on the parkour. However, the downsides are that it doesn’t mix well with props and terrain, and barriers are sorta memory intensive after a while.
Parkour Technique Two: Don’t Look Down
Using regular props and terrain that are tilted and arranged, with lasers sometimes, to make challenging parkour.
The downside is really that you cannot make more complicated jumps with terrain and props as easily as you can with barriers.
When making parkour, it’s a good idea to have it get gradually harder from level to level, and also have it get harder from the start to the end of each level. You’re going to want to playtest it and include a “Respawn” button so if players fall, they can respawn without having to wait and hit the ground. You can also use zones, lasers, or an automated respawn system.
Why to use Parkour in your map?
Parkour provides a way for a player to intuitively advance through the game, by completing harder challenges linearly. It’s fun and it’s simple to make, with no wiring or block code or anything.
Quest
Quests are fun ways to give players objectives and reward them. Here are some ideas for quests and formatting.
The Average Quest
The player is given a task and some lore by a non player character and promised a reward if they succeed. No tricks, turnarounds, or deceit. Just a quest.
Optional: Or is it?
Difficulty to Implement: 2/10
The Not-Quest
The player has to complete some monumental task, which seems impossible, until the end where they come really close to doing it but failing. Then it turns out the person who gave them the quest actually just wanted the player to fail the whole time, and they transform into something more powerful and that’s a boss fight.
Optional: When the player realizes they were tricked, expand the quest so that they now have to find a party of adventurers and some ancient relics in order to defeat the enemy.
Difficulty to Implement: 6/10
The Last Quest
There are enormous stakes here. The player has to complete this or something terrible happens to the realm they’re in. Maybe they need to find the lost artifact of a vampire in order to defeat them and bring back light to the world after it’s plunged into eternal darkness, or travel across the sea and convince another nation to ally with them to win against forces of evil. Either way, the player has to win.
Optional: The player must train first, to find their powers or something like that, before attempting the quest.
Difficulty to Implement: 4/10
The Mini Quest
Every so often, the player can choose from a list of mini quests to get some minor reward. They aren’t super hard but are still fun!
Optional: The quests gradually get harder and harder, depending on whether or not the player succeeded with the last one.
Difficulty to Implement: 5/10
The Side Quest
Along with the main adventure, the player has a fairly important side quest to complete that contributes to the plot.
Optional: They can choose from several side quests to take on at the beginning.
Difficulty to Implement: 3/10
Why use Quests in your map?
Quests are a fun way of building in objectives. They are great for immersion and especially useful in fantasy games. It sounds heroic and lets the player have something to do in a neatly formatted way,
Game
A game, whether it’s spleef, the floor is lava, or something else.
Spleef
Step One
Place vertical layers, one thick, of dynamic terrain. Make sure to add walls so the > players cannot leave.Step Two
Make sure players have gadgets and a method getting transported to the arena.Step Three
Add a respawning method at the bottom of the arena, below the last layer of terrain, like lava or water or quicksand.Step Three
Make sure the respawning is configured correctly so players become spectators when they are eliminated,Optional: Players have power-ups and multiple lives, or objectives with certain > players to eliminate which gives them extra points.
Difficulty to Implement: 2/10
The Floor is Lava
Step One
Place lots of props, or some kind of parkour.Step Two
On the bottom of the map, place an orange or red barrier and stretch it out. Add lighter orange or red bubbles to the lava with circular barriers.Step Three
Add a zone witht he same dimensions and positioning as the lava and wire it to a respawner device.Optional: Add functionality so the lava can randomly erupt upwards or in a predictable pattern, like lasers.
Difficulty to Implement: 4/10
Why use Games in your map?
Games provide a fun, lighthearted way for the player to play your game. They’re easy to make and can also just be side functionality or in the lobby or something.
Puzzle
A puzzle. All kinds. Useful for unlocking different areas and such, and it forces the player to use their brain.
Switches & Levers
Players need to activate switches or levers the right way in the right order to unlock the next area, and the code is hidden somewhere along the last level.
Step One
Hide a binary code, like 10111001, somewhere in your game that’s fairly easy to find.Step Two
Make some art for the switches and place buttons for each one. The button on pressed should change the way the lever is acting.Step Three
All switches should start in the down position. The first time the button is pressed, update a down position property for that button to false and once it’s pressed again update it to true and so on.Step Four
When the player checks their work with a button, look at all the properties using block code and compare them with the right series.Optional: Make it so the system is always checking to see if the switches are in the right order and when they’re in the right position, trigger a cutscene or other effect.
Difficulty to Implement: 8/10
Pattern Matching
Players need to match a pattern they discovered in an earlier level or that is otherwise available to find.
Step One
Hide the pattern somewhere. Anywhere. The pattern should be triangles, circles, and squares but it can be anything.Step Two
Place three overlapping circles, squares, and triangles however many times you need to- however long the code is.Step Three
Add buttons for each one that say “Rotate”. When pressed, utilize some block code to change which barrier is visible sequentially and update a number property for that space in the code.Step Four
When the player checks their work with a button, look at all the properties using block code and compare them with the right series.Optional: Make it so the system is always checking to see if the barriers are in the right order and when they’re in the right position, trigger a cutscene or other effect.
Difficulty to Implement: 10/10
Item Combining
Players can use items provided to them to combine into a gadget or other new item.
Step One
Figure out what items you want to use. Three is probably good enough.Step Two
Hide the items around the map with a number from one to three next to each one.Step Three
The items have to be combined in order from one to three in order to get the new item. Use one button next to a cauldron that says “Add ingredient” and opens up a list of the three that players can click on. When clicked, it takes the item and either accepts it with a positive notification or turns the player’s screen green and says “Wrong order. Collect that ingredient again” and the player has to go find it again.Step Four
When all of the items have been added, there’s more green smoke and the player is granted their item with an item granter.Optional: Add even more items, and make it so you can get different results depending on the order of ingredients.
Difficulty to Implement: 8/10
Why to use Puzzles in your map?
Puzzles, while hard to implement, are fun, high quality ways of giving the player something hard to complete. They shouldn’t be overused, but when done correctly, can result in that “Aha” moment for the player.
Battle
Battling an enemy is the simplest and most direct method of moving forward in a game. So here are three different methods of setting up fights.
Two Minions, One Boss, and Some Other Sentries
Players are fighting minions until they can get to the boss enemy.
Stage One
Players have to defeat two relatively low level minions who in turn summon a few mini sentries designed to do a couple hits of damage. When they are knocked out, the boss can be hit.Stage Two
The boss says, “Nice try, but if you want to fight me, you’ll need to get through all of them first” and summons several related sentries to attack. However, at this point, the boss can now be targeted with attacks.Stage Three
Once all the sentries are gone, the boss goes invisible for a couple of attacks while healing slightly.Stage Four
The boss returns to normal state and can be knocked out.Optional: The boss, when knocked out, has a cutscene.
Difficulty to Implement: 5/10
Unknown Environment
The enemy teleports the battle to different locations, each imposing a different disadvantage on the player.
Stage One
The enemy, located originally in a peaceful forest, is easily knocked out. When it’s knocked out, however, it says that the player underestimated it and teleports them both to a new location on the peak of a mountain.Stage Two
This time, the enemy is a lot more powerful and the player has to move slower because it so windy. Again, when the enemy is knocked out, they teleport, this time to a volcano.Stage Three
The player is weaker on the volcano and can therefore deal less damage. However, the enemy summons two lava minions during the fight. Once those are knocked out, the enemy can be knocked out for real.Optional: The boss, when knocked out, has a cutscene.
Difficulty to Implement: 6/10
Shape Shifting Boss
The enemy changes sentries and therefore attacks.
Stage One
The enemy begins with one gadget and upon being knocked out, changes into a different sentry.Stage Two
The enemy begins with another, more powerful gadget and upon being knocked out, changes into a different sentry.Stage Three
The enemy begins with one gadget and upon being knocked out, changes back into the original sentry.Stage Four
The enemy can be knocked out fairly this time.Optional: The boss, when knocked out, has a cutscene.
Difficulty to Implement: 5/10
Why to use Battles in your map?
Battles are fun ways to test players’ strength and combat skills, and are built in to Gimkit Creative already so it isn’t very hard to make.
Player vs Player
PVP in Gimkit is a great way of challenging players. After all, fighting sentries gets boring when you can move and they cannot. So here are several different arena ideas for player to player combat.
This section is a work in progress. If anyone has any designs to contribute to this guide with, let me know.
Dialogue
Dialogue is oftentimes the best way of furthering the plot. Whether it’s an internal thought, conversation with another character, or instructions from an omnicsient narrator, dialogue is essential to the story.
There aren’t a lot of ways to structure dialogue, because it’s sort of just like… dialogue, but I thought I’d include the guides on the dialogue device.
An Easier-To-Use Chat System [2/10 or 🟩, Season Ticket Exclusive]
Consistency
That was a bit of a long section. Oh well.
Consistency refers to keeping things the same across the game. So the same font style, whether or not there are checkpoints, whether your terrain is layered or not layering your terrain because everyone layers their terrain why wouldn’t they, that sort of thing.
But I think what I wrote for this section originally is hilarious and I want it to stay. So that’s going here and then some stuff about systems of design.
This… actually drives me crazy. Every time I see something incoherent in a game, which believe me, happens a lot more often than I’d like, it triggers me and I—
hold on, let me just grab a drink of water—
Okay. Alright. I can do this. So, what is consistency? Well, you can look it up on your own time. I don’t have all day. You might even already know what it means. Fine. Whatever. This is a lot of incomplete sentences.
Consistency when something is logical and the same (ahhhhh…. paradise). Basically, it means using common sense (like doing your homework instead of browsing the forum right now) and creating a game where things are styled the same— text, graphics, animations, storylines, anything!— so that the game feels like one, united product. This will take your game from good to great because this is something that all professional game designers do. Consistency is important in graphic design and art as well, because we all hate it when things have… gulp… different line thicknesses! No? Just me? Weird. So in Gimkit Creative, here are things to watch for in order to make sure your game is cohesive.
- Sentry size
- Text size (you can use different sizes, but make it logical and look nice)
- Font (again, use several in combination, but then don’t put random fonts in halfway through the game)
- Terrain layers, meaning you should use layers for certain terrains and keep those terrains on those layers! Don’t flip-flop around like some limp fish without oxygen. Ah, humanity.
- Style of terrain, so if you’re making a medieval map, don’t start texturing that lovely stone with red plastic! Who are you? But if you are making some kind of, say, time travel map, then obviously there are exceptions.
- Popup color (assign different colors to different NPCs, for example, or keep them all the same color)
- Text formatting (so are there periods at the end of titles, or at the end of activity feed messages? With or without, keep it consistent)
- Grammar (yes, this is a cohesiveness issue! Try, please, please, TRY to punctuate at least)
- Interaction lengths (for buttons and such, try to keep those consistent! Or if you’re varying them up, make it sensible and have the answer questions button be one second and the end game button five!)
- Camera view (honestly, no one wants a ridiculously limited camera view, but try to keep things consistent and have camera views be mostly the same size)
While this is not a complete list, you get the gist (I’m a poet, I know) and as a good rule of thumb, keep core elements of the game (platforms, props, etc.) mostly the same style, or, I don’t know… feel… so you draw the player’s attention towards the actual gameplay.
So I don’t know. Read what old me said. Bottom line is that keep things consistent because that looks nice and is professional and won’t trigger me.
Systems of Design
There are several “systems” you can utilize in order to get a good effect for your map. Those are listed and described below.
Official Gamemode
This is the style of map that Gimkit uses. Here’s the breakdown.
Official Gimkit maps use props and terrain, never barriers. They never combine props into new ones, because they draw them themselves, and they also don’t layer their terrain.
They usually don’t overdecorate and they never attempt to create houses, big interiors or exteriors, or anything modern day.
They also use the same font and the sizing is consistent. The checkpoints aren’t visible.
For Use
If you want to make a map in the official Gimkit style, make sure to follow the above guidelines. There also shouldn’t be much of a plot. It’s a gamemode, designed to be played by everyone, so it should just be a game and not a story.
Difficulty Chart
This is the style of map that a lot of difficulty chart type maps use, where there are barriers and checkpoints.
A lot of platformer maps use this in order to get a flat design with complicated jump possibilities. It means using colored barriers, usually at 100% opacity, and visible checkpoints. A lot of different fonts can be used here.
Variants
There are a couple of variants, but the biggest one is using a font similar to Source Sans Pro to make the text seem likecode
. Additionally, sometimes people leave on the barrier borders and sometimes do not. Same thing with leaving the platformer sky or covering it in semi-transparent colored barriers.
For Use
Use only barriers and text in your map. Sorry, but props and barrier art doesn’t mix, since the styles are so vastly different.
High Detailed
This is referring to the high detailed, well decorated style of mapmaking. You might’ve seen this kind of thing in the maps Tower of Difficulty Chart, THEHOUSE.GKC, Xenophobia, etc. Usually props are positioned well, and the greenery is very detailed. They use terrain, props, and barriers as backdrops or sometimes seperate levels. I’d reccomend playing some.
For Use
Read all the advanced art guides on the forum. Especially about layering your terrain and prop art. Then try to approach everything with a sense of quality.
This isn’t an exhaustive list, just some examples of popular and well known themes. You can come up with your own style but this might be of some use when you’re making your game.
Game Design Process
Step One
Come up with an idea. Use a guide, your brain, or steal someone else’s concept.Step Two
Once you’ve got your core idea, figure out a plot. From there, using the planning section, map out your game and rough out the structure. Be detailed and descriptive.
Oh, and before you start editing the map, pick a theme and style that you’re going to adhere to. That’s important.Step Three
Now you can actually hop into the editor. Instead of making your game from the beginning, work on the entire thing evenly. Start with rough positions of areas, then add scenery and mechanics, and then refine it all.Step Four
Playtest. Every time you add something new to the game, place a spawn pad in that section and test it out. Ask for other people to playtest it to get their feedback and point of view.Step Five
Iterate. You need to get into a cycle of programming then playtesting and making changes, over and over again until you’re satisfied. This will take a while. That’s good. The best maps weren’t made in a day.Step Six
Publish the map! Except, this isn’t the end. If you’re on a Gimkit social media platform, consider advertising your map. You might have to deal with bugs but you’ll also get feedback. Also, another thing to think about is updating the map with planned releases. Those will make the map stay current and exciting.
Conclusion
Well. Uh. I also rewrote this part a lot.
Anyways, hopefully this taught you something. For a lot of more experienced users, maybe you learned something about gameplay loops or if you’re newer maybe the structure of making a map was helpful.
I’m going to add pictures soon (famous last words) and until then, let me know about any factual errors I might have made in the guide or grammatical things. I know there’s almost no humor in this one, sorry about that. I kind of tried to keep things fairly academic but still with a regular tone, not sure how succesful I was on that front.
Thanks for reading. You can write a spam compliment if you want, just be warned it’s probably going to get flagged. And you all are free to rate it, criticism is helpful to me and other people looking to write their own guides. If you feel so inclined, you can leave a . Do or don’t, it’s up to you,
as a great baker once said at the end of a New York Times cooking video.
-
Turtle
Game Design Sources
Wikipedia article and all the sources it contains. Yes I used a Wikipedia article to do some of my research. Yes I checked the sources. No I am not 100% sure everything I said was super accurate, that’s why you all are here to yell at me peacefully help me out.
Other guides on game design here on the forums.
[1️⃣] Game Design #1 - The Importance of Having Strategic Game Design