So in the end, we decided that our north star was to rarely, if ever, take away control from the player so that we could create a variety of challenging scenarios that could be solved with creative use of movement & combat tools
One of our core philosophies is to make sure you always have control during combat and aren’t locked into long animations
In the early days when experimenting with different combat systems, we flirted with the idea of air combos and rather lengthy specials
Adding to that, setting up enemies to accommodate the limitations of being locked into long animations & air combos started to make everything feel kind of forced, in the sense that we had to give people permission to do certain cool things at specified intervals
First day with zero sales for Dash'n'Drops. I'm devastated, I can't deny it. I know I'm not doing enough, not communicating enough about my game, and that, after all, there are other passion projects that sell even less.
@Jeremystev55a@MarioBrothBlog The customn mipmaps are used both in the mountains, abusing of their angle to the camera to shade them, they are also used in the train tracks to tinge further away tracks and some other locations as well.
@Jeremystev55a@MarioBrothBlog No worries, they're being used on the mountains in the background. And thank you!
And it's not yet available to buy, but we're working on it! Feel free to wishlist it:
https://t.co/DsH4KM546u
Different Metroid maps through the years have had unique features that resulted in different game experiences
So let’s talk about how we incorporated some of those features into our game's map with a unique approach to map design
All of these techniques/tricks we use to some degree in our map to create certain feelings and even pace progression.
Obviously there’s a lot to cover.. This is all just a quick overview, but I’ll be talking more about map design in the future, so stay tuned