Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
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Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More

Metroidvania Gameplay Mechanics 5: All Mobility-Based Body Parts Completed!

The Metroidvania-Shmup Indie Game is starting to look and feel like a Metroidvania-Shmup Indie Game :) So I've finally finished all of the mobility-based body parts for the little robot you'll be controlling which means I can make a start on the finalised level design. Before I begin doing that though, I thought it about time to run over some of the body parts and weapons that we've got in the game so far (I'm sorry to people with low-bandwidths; there are many GIFs below): Exploration & Mobility: [caption id="attachment_325" align="alignleft" width="320"] The default jump for reference.[/caption] [caption id="attachment_326" align="alignleft" width="320"] Jumping with reverse-joint legs equipped.[/caption] [caption id="attachment_327" align="alignleft" width="320"]…
Read More

Metroidvania Gameplay Mechanics 4: Body Parts and The Death of Pixel Art

The Shedloads of Stuff Involved in Developing a Metroidvania-Shmup Indie Game It's been too long since I last post anything so I apologise for the delay but I've been busy doing more than ever on the game itself and feel it's finally getting somewhere... Art is Hard You may have noticed that Tim is no longer listed as 'Artist for the Game' on the About page and indeed, the man is too busy "doing actual work", "making a career doing what he loves" (being an amazing artist blacksmith) and "generally being a decent and upstanding guy" to help out at the moment so we'll be keeping him in an advisory role for…
Read More

Metroidvania Gameplay Mechanics 3: Hidden Affordance (Ropes and Secrets)

The Fun of Developing a Metroidvania - Shmup Indie Game One of the best things about making a game by yourself about finding secrets is that you can actually keep those secrets. From everybody :) And one of the most fun things for me about playing a Metoidvania is figuring out those secrets. Having said that, I'm going to show you a few of the ways now in which a player can use the tools that they are given in ways that they are not told about to access areas ahead of the normal progression curve, thus changing the nature of that player's playthrough. So, SPOILER WARNING applies here for…
Read More

Metroidvania Gameplay Mechanics 2: Player Abilities (And a few extras…)

The Further Challenges of Developing a Metroidvania - Shmup Indie Game Possibly the second most important thing in a metroidvania game is the player's abilities. That's why I also spent a long time making sure I had these figured out before moving on to other areas such as the level design. Here are some basic abilities that have already been added into A.S.S. (some of the more exciting ones I'll be revealing later when I know the functionality will be there to support them): Health Regeneration [caption id="attachment_70" align="aligncenter" width="620"] I really have Vlambeer to thank for this.[/caption] An annoying occurrence in metroidvania titles for me is to have to…
Read More

Metroidvania Gameplay Mechanics: Player Control

The Challenges of Developing a Metroidvania - Shmup Indie Game. Control over the character is arguably the most important feature of most platforming, shooting or reflex-based games. This is why I decided it couldn't be a bad idea to spend a relatively long stage in development concentrating on just that. Here are some of the basic mechanics at work and how you'll be using them in the game: Jumping: [caption id="attachment_15" align="aligncenter" width="480"] Jumping must feel tight and responsive.[/caption] Jumping is at the heart of most metroidvania-esque titles and so I felt it deserved some time alone. The two main things normally responsible for a character feeling 'rigid' or unresponsive…
Read More