Team of 2 making the 2D Metroidvania: Ghost Hand 馃幃Steam: https://xitter.cf/t.co/PhcIPhcyxR 馃帶Discord: https://xitter.cf/t.co/JJGWbWqUFB

Joined September 2020
Weaponize your movement = success against tough enemies
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Replying to @MarioBrothBlog
Also used custom mip maps to make this pseudo cel shading effect, custom mip maps are underrated
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Each time you choose between two paths, you could say your depth goes up by 1. For me, Metroid II鈥檚 use of map depth made me feel endangered and isolated Here you can see the depth goes up to 3
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Super Metroid frequently features structures called trees. Whether you know it or not, you use the same strategy to navigate these things as you do to visually trace through those 2D mazes. Important pattern that makes you feel like you鈥檙e getting deeper into a labyrinth
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Metroid Prime 1鈥檚 excellent pacing is thanks to certain patterns in its map design. When you get an upgrade, you generally know where you can go, but not where you must go. Very important distinction!
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Different Metroid maps through the years have had unique features that resulted in different game experiences So let鈥檚 talk about how we incorporated some of those features into our game's map with a unique approach to map design
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It's Sunday, why are you guys not in church? I mean THIS church
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Metroid Dread is a big reason for our unique approach to map design With Ravenous announced, seems like a good time to talk some more about our map design philosophy
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