Author Topic: A Valley Without Wind 2 - a full sequel free for existing customers - is coming.  (Read 88414 times)

Offline x4000

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We've kept it quiet mainly by not talking about it and working quickly. :) Also, the last year or two have been nothing but r&d for this in one sense, if you think about it. That was never the plan, but that's how it worked out.

Anyway, don't worry about digesting all of the above explanation if it doesn't inherently interest you. Treat the new game like a new game and do the intro mission, and you should be all set when the time comes.
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Offline Aklyon

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They kept it quiet by distracting us with Ancient Shadows, Shattered Haven teaser, and AVWW's art revamp at the same time. ;)

ANd then chris made a thread about the changes and it went on for thee pages of barely contained speculation.

Offline Lancefighter

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I KNEW IT! Theyre distracting us with Aiwar: Dota! I knew it was all just smoke and mirrors.. At last we see AVWW's true form!
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Offline x4000

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Hahahaha. It also helps that we didn't realize we were making a sequel until a month or so ago.  We've been wanting to do many of the various things here for a long while, but could not do many of them due to impacting existing players on the first game. So Keith and I sat down and talked for four days straight, and pulled it all together into one design for a sequel.
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Offline LaughingThesaurus

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* LaughingThesaurus channels the Yogscast

It's like a whooooooooole neeeeeeeeew game!

When you put it in the sequel sense... It's entirely a very jarring and kinda... I dunno, it's a weird sequel to me. Just, the way it's announced and handed out, it's a little bit weird. But, I do appreciate the way that it's presented, and the way that it moves closer to a true metroidvania, rather than moving even closer to a game of literally every genre ever made in the world. All AVWW needed really was a football mission and it would have had a little something for everybody. :P

We will see, we will see. Not about the football mission, but about AVWW2's level of fun. I mean it's free either way. Never really got into Actraiser though...

Offline Misery

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........Ok, well, didn't expect this.

You know, when I said "Or you could just tell us now..." earlier, I thought I was just joking  :P



Looking through this, this is looking pretty darn good. Yes indeed.

A bit of feedback on some of it here, and I'll attempt to keep this not being 10 pages long for once.



First of all, the worldmap stuff.   This sounds pretty freaking great.  Just what I wanted from this aspect in the first game.  How is the turn-based aspect going to work along with the real-time bits of the platforming sections though?  I seem to recall that this was troublesome with the first game, in earlier parts of the beta.

And is there going to be anything of an exploration element with that as well?   That's something that was definitely missing with the first game.  There was no actual exploration of the world map whatsoever.  When it was time to go to a new continent, you could look around and see the entire, complete thing before you even went into the settlement for the first time.

It also sounds like the locations of different tiles in relation to each other is going to matter more with this one as well?  That's one of my biggest complaints with the first game, is that the actual layout and organization of the continent only REALLY mattered in terms of how many shelters/buoys it took to reach those spots, and also what monsters would migrate.  Kept the map bits from being as interesting as they could be.



Second, the actual platforming segments.   The one thing that bugs me a bit about the "slices" idea is.... er.... how to explain this.....  Well, I've seen it in some other games that use a similar idea, where it's hand-crafted bits that are then assembled randomly, and one problem that tends to crop up is that you get specific sections/obstacles/structures/whatever repeating themselves;  like, each time you reach a particular type of chunk/slice/obstacle that has, maybe a wall to scale, and some platforms to jump on, it might be a challenge the FIRST time you see it, but after awhile it gets sorta to a point of "Oh, it's that bit with the wall again, ok, I do it like THIS, same as the last 2000 times I saw this bit".   Usually, in my experience, this can get kinda repetetive, and tends not to feel "new" or like actual exploration, once you've seen the different available chunks often enough.     Is there some part to the system that might prevent that sorta feel?  I'm thinking of Spelunky here, actually, which uses the same sort of system but then slaps a noise-filter (I think that's what it's called) over everything;  ends up looking more, uh, "organic" instead of pre-made, while still being pre-made.  I found it MUCH harder to really notice in that game.


Next, characters:  Are you stepping away from the randomized-stats idea with these?  Like, actual, named characters that have persistent basic traits from one game to the next?   


Also, spells.  The one big problem that the first game has with these is pretty simple:  everyone just uses the straight-shot spells alot of the time.  Many of the more quirky, interesting spells get ignored, because the basic shot spells will do the job the best ANYWAY.   So spells were in fact interchangeable, but there was not reason for most players to actually do so... they'd stick to just a couple regardless.   If you're keeping some of the quirkier spells in (or coming up with new quirky spells), what is going to be the motivation to use these, versus "just shoot it"?   Also, lack of shields = very good thing.  Crap but those are overpowered in the first game!

Character health too:  I'd thought the same thing, characters had WAY too much health.  Though, this seems to be a running problem in games of this sort as it is.  Even the very first Metroid, once you get ONE energy tank and the Varia, you're basically indestructible.  The only things that remain a threat at that point are the Metroids themselves and the bosses.... everything else just cant do enough damage to be a problem.   So many games of this type have that problem.... I'm not sure I can think of even one that doesnt.   That sounds like a very good change indeed.


Lessee..... ok, buildings to capture, I think it was?  Is this going to involve sending survivors into them, or the player entering and clobbering something, or both?   This aspect sounds particularly interesting.


Control scheme also sounds alot better.  Me being stuck using a gamepad, I always had exactly 4 spells active at any one time ANYWAY (PS3 controller's triggers are what I used for this), so this is a bit I definitely havent any complaints with.   Also sounds like the player isnt going to just have immediate access to double-jump and then stick with it ALL THE TIME, which might also be a nice change.

....and I dont suppose characters might be able to SWIM this time?  Always seemed a bit odd that these super-athletic uber-mages who could leap across entire landscapes and destroy giant robots by shooting pure death out of their face or something COULD NOT SWIM and sunk like a rock.


The classes and perks and all of that sound pretty good too, that sounds better for customizing and options than any of the previous sections.

Is there not going to be anything resembling an inventory this time?  What about items to find, stuff to grab?  I did like with the first game that there was usually SOMETHING to pick up in most areas that you went to, which may not have been what you were looking for but could be useful anyway (like a surprise stash of bear traps, something like that).    Are platforms/crates going away as well?  With the new generation and all, that sounds likely.

And finally, what about the structure of the platforming areas?  I thought this really worked out very well in the first one; the dungeon map and the way the nodes worked seemed pretty much perfect, for both outdoor and indoor areas.   Sticking with this system, or is there something new?   The only thing I thought was a little off was the presence of a few too many warp portals, kinda lowered the danger level a bit too much.




So there, some feedback and questions and such, for what little it'll accomplish, hah.    The whole thing sounds bloody amazing so far.  It really does sound like it's going to be better than the first game.  Particularly the worldmap stuff, that sounds just amazing.   Hopefully though, there wont be anything like what happened with the first game;  where it comes out, and then a month later half of it's been re-designed.   Not that that worked out at all badly, mind you!  Ended up coming out even better as a result.

I'll be looking forward to the beta in November, then. 


Are you going to be setting up a wiki for this one as well?   I can offer to help with that some if you'd like, to save time, if you're going to have one again.  Gives me something to do and I have nothing but free time to start with.


* LaughingThesaurus channels the Yogscast

It's like a whooooooooole neeeeeeeeew game!

When you put it in the sequel sense... It's entirely a very jarring and kinda... I dunno, it's a weird sequel to me. Just, the way it's announced and handed out, it's a little bit weird. But, I do appreciate the way that it's presented, and the way that it moves closer to a true metroidvania, rather than moving even closer to a game of literally every genre ever made in the world. All AVWW needed really was a football mission and it would have had a little something for everybody. :P

We will see, we will see. Not about the football mission, but about AVWW2's level of fun. I mean it's free either way. Never really got into Actraiser though...


Neither did I, but if you think about it, Actraiser has some problems.   The citybuilding stuff, for instance.... when you really look at it, it's actually pretty simplistic in terms of how it works.... too simplistic, if you ask me.  Not even close to enough choices and strategies for the player to work with.  And there's WAITING involved, rarely a good thing in a game like that.   The platforming bits were kinda short, and it was a long time between each one, and combat was slow and simple.

It's sounding like this game is designed to NOT have those issues, so I'm thinking those problems wont really be there.

Offline LaughingThesaurus

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I'm totally with you on buildings by the way. My interpretation of that was that you had the option to conquer it, or have survivors go on missions in the buildings instead. I absolutely would conquer each one that I could myself, because that's just more fun than clicking a button that makes a message pop up that I either now have a building, or that I sent my friend to his death. To me, that's not very engaging... and I really, really doubt that would be the case.

As for Actraiser, I played it at a time that I was resigned to defeat in any strategy game ever that I played... so, long before AI War ever came into my life at all. So, that was a bit of a loss. But, I also always felt like the platforming was a bit awkward too. I swear I remember something like I always jumped way higher than I could move in speed, which was just weird to me... I think. I'm pretty sure that was my problem. It just felt awkward... but if this game manages to capture the best of both worlds like you said, it'll be totally awesome. Otherwise, well, worst comes to worst, there's AVWW1 and AI War... and updates for AVWW2. Not that I really expect there to be severe problems.

Offline khadgar

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I saw this pop up on facebook and am ready to bug test the shit out of AVWW2.

Offline Gemzo

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How is multiplayer going to fit in with turn-based gameplay, might I ask?

I know in AVWW1 your stance was always that the advantage to co-op was that "you get to play with your friends" but I think there's room to do more than that with a system like this. For example, if you have to move around the world map, you can split up and get work done in 2 different places... But if you stay together you could take down tough fights more easily. And rather than just (almost) doubling enemy health, it could make the overal strategic game harder in addition to a (smaller) boost to enemy stats. That way, there would be a clear advantage (and disadvantage) to sticking together and splitting up.

Then again, if you split up and one guy finishes their fight first, they would have to wait until next turn to do anything... That'd be kind of bad. Only way to circumvent that is to force all players to stay together. Adding a spectate function would be a must, otherwise.
« Last Edit: September 29, 2012, 04:31:50 am by Gemzo »

Offline zebramatt

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My only remaining quandary is to do with world gating through acquired abilities. Far and away the most compelling aspect of any Metroidvania game for me is constantly passing that bit of the world where you really need some new ability to progress (but often have no idea that's the case or what ability could possibly help you with that) only to then unlock something which makes it click into place - and suddenly you feel so much more powerful, because you can actually go places and see things you never could before!

For me, that's always been the single biggest shame of making a Metroidvania game procedural, not being able to retain that aspect. Because, honestly, the thing that connects Metroid, Castlevania and Zelda, Soul Reaver, Darksiders, etc., is that one aspect.

It would be amazing if there was a way, for example, to identify internally that a particular slice was gated by x ability, or y and z abilities; and then not use those slices in the generation until that feat had been unlocked. If the feats and slices were designed just right, you could still retain a heavily procedural/random makeup of the world, but one which gates everything in such a way that you genuinely feel like you're becoming more powerful each game. And if the feats list was sufficiently large (or the number of them unlocked per game sufficiently restricted) then you could even retain the sense of discovery past the first game - as each game you'll unlock a different combination, in a different order.

But I feel as I talk through that that unless it's something at the heart of the design, it's definitely not something that'd be easy to tack on the tail.

Offline deMangler

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Arcen Games remains awesome. 
I never did find AVWW compelling to play, don't know why really. LIked the sandboxyness and comcept but just not into platformey side-scrollers. Which is a terrible reason to not enjoy such an amazing game I know, but still....
Looking forward to AVWW2 anyway. You. Guys. Rock.
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Offline getter77

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Would not have anticipated this at all, but I look forward to seeing how things shake out.
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Offline x4000

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Glad excitement remains high!  And yes we are weird, but you already knew that. ;)

First of all, the worldmap stuff.   This sounds pretty freaking great.  Just what I wanted from this aspect in the first game.  How is the turn-based aspect going to work along with the real-time bits of the platforming sections though?  I seem to recall that this was troublesome with the first game, in earlier parts of the beta.

Yep, that was troublesome before, but having trouble with it helped us actually figure it out for this go-round.  Essentially most of the map is covered in wind, and you can't go into the windy tiles except the very edge (you can go 1 tile deep into the windy areas, but no further).  So you are gated by the wind all around you until you expand strategically.  Coming from the other end, there is no "end turn" button anywhere.  Instead, to end a turn you have to purify a windstorm tile and then time jumps forwards about 12 hours and the turn increments by 1.  Thematically it's another way in which the timestream has been messed up, and another manifestation of the wind.

And is there going to be anything of an exploration element with that as well?   That's something that was definitely missing with the first game.  There was no actual exploration of the world map whatsoever.  When it was time to go to a new continent, you could look around and see the entire, complete thing before you even went into the settlement for the first time.

Continents are gone here, as I kind of implied but never said in the original post.  But the entire world is one big twisty landmass.  However, the wind blocks you all over the place and you have to expand, plus there are enemy buildings in lines or clumps or various other patterns.  In the world map diagnostic tool above, the tiles with the red text are enemy buildings, by the by.  Well, one kind of enemy building.  So yes, exploration on the world map is MUCH more of a thing.  Individual tiles on the world map are also much smaller in terms of how much content they have, meaning that there's more of a "what you see on the world map is what you get in the region being represented" feel, too.  Buildings on the world map show up in the side-scrolling bits, etc.

It also sounds like the locations of different tiles in relation to each other is going to matter more with this one as well?  That's one of my biggest complaints with the first game, is that the actual layout and organization of the continent only REALLY mattered in terms of how many shelters/buoys it took to reach those spots, and also what monsters would migrate.  Kept the map bits from being as interesting as they could be.

Shelters, buoys, and monster migration are all gone; so now it's mainly about the travel times for both you and the overlord and his henchmen.  You want to try to build and capture structures in such a way that you get maximum use out of them before the overlord destruction-hammer comes down on them, and you want to also try to purify regions in such a way that you get what you need as quickly as possible.  There are a couple of strategies to purifying tiles, too, because purifying also purifies adjacent tiles as well, or you can enclose stormy areas with purified areas to capture them (but the capture area is limited at first in particular, and is increased when you capture desert amplifier towers).

Second, the actual platforming segments.   The one thing that bugs me a bit about the "slices" idea is.... er.... how to explain this.....  Well, I've seen it in some other games that use a similar idea, where it's hand-crafted bits that are then assembled randomly, and one problem that tends to crop up is that you get specific sections/obstacles/structures/whatever repeating themselves;  like, each time you reach a particular type of chunk/slice/obstacle that has, maybe a wall to scale, and some platforms to jump on, it might be a challenge the FIRST time you see it, but after awhile it gets sorta to a point of "Oh, it's that bit with the wall again, ok, I do it like THIS, same as the last 2000 times I saw this bit".   Usually, in my experience, this can get kinda repetetive, and tends not to feel "new" or like actual exploration, once you've seen the different available chunks often enough.     Is there some part to the system that might prevent that sorta feel?  I'm thinking of Spelunky here, actually, which uses the same sort of system but then slaps a noise-filter (I think that's what it's called) over everything;  ends up looking more, uh, "organic" instead of pre-made, while still being pre-made.  I found it MUCH harder to really notice in that game.

Familiarity is good, in my opinion.  To some extent.  I like playing Mario games a lot because I can get really good at them and speedrun them.  Same with Metroidvania titles and SHMUPs like Tyrian.  You learn the patterns and that's part of being an expert player.

That said, it's all about the enemies.  We have 120ish enemies designed-but-not-yet-implemented for the game, and we have 11 niches for them.  In the slice editor, all that is specified is the niche of enemy.  That means that, between region types and playthroughs, you get really different situations.  Same deal with the mage classes you have available; that makes it so that you can use some fairly different strategies on one playthrough versus another.

Will this have infinite replayability like AI War?  Probably not for the adventure side alone.  But if you're into the citybuilding/strategic side enough, I think it could.  But honestly, infinite replayability is not even much of a goal for me in games we make anymore.  That works great for strategy games in particular, of course.  But when it comes to actual adventure or action games, I think there's a reason level designers exist. ;)  Procedural logic can be used to augment what they are doing, and I think that's an awesome improvement over decades past, but going fully-procedural can make a game even smaller than if it's fully hand-designed.  Simply because while there is technically variance, there is a depressing sameness to it all after a certain point.

Next, characters:  Are you stepping away from the randomized-stats idea with these?  Like, actual, named characters that have persistent basic traits from one game to the next?

Initial character selection is almost identical to in the first game except that you can choose from any character.  Characters are not persistent across worlds, but rather exist only in one world.  However you can name them and then build them up in the world in whatever way you choose.  Most of the important stats about them come from in-world play and how you choose to apply what perks and mage classes and so on.

Also, spells.  The one big problem that the first game has with these is pretty simple:  everyone just uses the straight-shot spells alot of the time.  Many of the more quirky, interesting spells get ignored, because the basic shot spells will do the job the best ANYWAY.   So spells were in fact interchangeable, but there was not reason for most players to actually do so... they'd stick to just a couple regardless.   If you're keeping some of the quirkier spells in (or coming up with new quirky spells), what is going to be the motivation to use these, versus "just shoot it"?   Also, lack of shields = very good thing.  Crap but those are overpowered in the first game!

The answer to your question is threefold:
1. Having hand-crafted mixes of spells via the mage classes really lets us set things up so that each mage class has a balanced arsenal that is fun to use all at once.
2. Enemy designs in general are something that will require varied approaches.  Lots more "they only have a weakspot in X location" and similar.  That means that sometimes lobbing a rock up on top of a skelebot hover-guard is really critical, for instance, as straight-shot spells literally can't reach him most of the time (unless you happen to have an unusually good angle on him, but thanks to the new slices stuff that is unlikely -- the terrain becomes part of the enemy design, see?
3. In general my experience with gamers (including myself) has been that when you give them 40 options, they don't know what to do and just settle on one thing.  But when you give them 4-5 options, they use them all.  This is the reason for the bonus ship classes in AI War; my alpha testers were just settling on random ships rather than actually focusing on the power of potential combinations.

Lessee..... ok, buildings to capture, I think it was?  Is this going to involve sending survivors into them, or the player entering and clobbering something, or both?   This aspect sounds particularly interesting.

Survivors never capture buildings, per se.  "Capture" is actually a loose term I used, and means several things.  For one, you can purify tiles -- and only you can do this.  Some buildings just immediately start working for you then.  Others have to be converted into a different kind of structure to be useful, and only your survivors can do that ( if survivors can do something, you cannot, and vice-versa).  Then there are enemy buildings that have to be destroyed by survivors, as well as other enemy buildings that you have to go into on foot and do something.  It varies by type of building.

....and I dont suppose characters might be able to SWIM this time?  Always seemed a bit odd that these super-athletic uber-mages who could leap across entire landscapes and destroy giant robots by shooting pure death out of their face or something COULD NOT SWIM and sunk like a rock.

Nope, no swimming; there will be a slide animation, however.  The cases where there is much deep water will be a lot fewer, and oceans are gone entirely if you recall.

Is there not going to be anything resembling an inventory this time?  What about items to find, stuff to grab?  I did like with the first game that there was usually SOMETHING to pick up in most areas that you went to, which may not have been what you were looking for but could be useful anyway (like a surprise stash of bear traps, something like that).    Are platforms/crates going away as well?  With the new generation and all, that sounds likely.

Platforms and crates are gone, and there is no inventory.  You'll be picking up things like ammo, perk tokens, and mercenary coins as your main collectibles.  Beyond that, the focus is on the world map and how you take control of it -- in some respects you can think of that almost as you "inventory."  We thought about this a lot, but it fits much better with the Metroidvania tiles, or even something like Bastion, compared to more the RPG/MMO style of doing things which really was a bad side path for us to take in the first one.  You're going to be much more focused on running and gunning here.

And finally, what about the structure of the platforming areas?  I thought this really worked out very well in the first one; the dungeon map and the way the nodes worked seemed pretty much perfect, for both outdoor and indoor areas.   Sticking with this system, or is there something new?   The only thing I thought was a little off was the presence of a few too many warp portals, kinda lowered the danger level a bit too much.

Each region will be much smaller, to facilitate it being more of a single challenge that you get in and then get out of.  Most will not have caverns of any real scope unless a cavern is noted on the world map (and if a cavern is noted on the world map, it's literally being visually shown as the only thing -- no other buildings -- on that tile).  Cave systems still exist, but will be more dangerous and something you explore less often.  Similarly, buildings themselves will be less frequent; most regions will have a single building or no buildings in them, and you'll know what they are by the world map tile.  The actual exterior chunks will be all one chunk but a larger chunk than usual in the first game.

The map system is completely changing, too.  The dungeon and region maps are being combined, and chunks actually will have direct visual spatial relationships to one another.  Region maps are completely filled as soon as you enter the region, unlike before, because now the entire region has to fit together and is smaller anyway.  Why smaller?  Because the entire world map is vastly larger, and thus you're spending less time per region but the same time overall.  Each region you're accomplishing something specific that you decided to pursue in order to further your world map goals (or in some cases you might just be looking for perk tokens or mercenary coins, but that would be rare since normally you'd get those through the normal course of your adventuring).

The whole thing sounds bloody amazing so far.  It really does sound like it's going to be better than the first game.  Particularly the worldmap stuff, that sounds just amazing.   Hopefully though, there wont be anything like what happened with the first game;  where it comes out, and then a month later half of it's been re-designed.   Not that that worked out at all badly, mind you!  Ended up coming out even better as a result.

Glad it sounds good!  And no, no plans on doing a massive redesign a month and a half after release.  That happened because AVWW1 wasn't solid enough at release, lamentably.  But I'm pretty confident in this design, and it's certainly pulling together everything we learned over the last two years all in one package.  The thing with the first game was that we were constantly experimenting and collecting surprising data.  Here, we've turned all that knowledge that we painstakingly gained into something more focused and fun based off that research.  Hopefully. ;)

Are you going to be setting up a wiki for this one as well?   I can offer to help with that some if you'd like, to save time, if you're going to have one again.  Gives me something to do and I have nothing but free time to start with.

Probably!  Thanks for the offer of help on that.  It's quite a bit too early for that just yet, but at some point we'll do that.  In the main I don't expect to be leaning on a wiki too much as the game itself will be self-explanatory enough in most cases.  Knock on wood. ;)
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Offline x4000

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By the way, I've read every response as usual and I really appreciate all the comments, folks. :)  Just trying to hit the actual questions in my responses back, for time reasons.

How is multiplayer going to fit in with turn-based gameplay, might I ask?

I know in AVWW1 your stance was always that the advantage to co-op was that "you get to play with your friends" but I think there's room to do more than that with a system like this. For example, if you have to move around the world map, you can split up and get work done in 2 different places... But if you stay together you could take down tough fights more easily. And rather than just (almost) doubling enemy health, it could make the overal strategic game harder in addition to a (smaller) boost to enemy stats. That way, there would be a clear advantage (and disadvantage) to sticking together and splitting up.

Then again, if you split up and one guy finishes their fight first, they would have to wait until next turn to do anything... That'd be kind of bad. Only way to circumvent that is to force all players to stay together. Adding a spectate function would be a must, otherwise.

See my responses above to Misery's questions for some background on this.  But basically, there is a limit to how much side exploring you can each do without advancing the turns and causing the overlord to wreck you.  We're still working on some of the specifics, but generally the entire idea of "playing with an open server where people come and go" is going to lead to a lot of hilariously bad outcomes I suspect.  In other words, this isn't Minecraft or an MMO or whatever.  Instead, this is basically a strategy game where people can drop in and drop out, but everybody had better be on the same page or else things get messy (as with any strategy game).

To clarify: players can explore non-stormy tiles as much as they want without advancing turns.  But in terms of when they go and purify stormy tiles, that's something that could be really bad if you had two people doing it at once.  There will be permissions you can set for who can enter a stormy region for the first time if you're planning on running an open server.

My only remaining quandary is to do with world gating through acquired abilities. Far and away the most compelling aspect of any Metroidvania game for me is constantly passing that bit of the world where you really need some new ability to progress (but often have no idea that's the case or what ability could possibly help you with that) only to then unlock something which makes it click into place - and suddenly you feel so much more powerful, because you can actually go places and see things you never could before!

For me, that's always been the single biggest shame of making a Metroidvania game procedural, not being able to retain that aspect. Because, honestly, the thing that connects Metroid, Castlevania and Zelda, Soul Reaver, Darksiders, etc., is that one aspect.

Yep, I agree with your thinking the whole way around.  It would be cool, but I don't think it's feasible.

It would be amazing if there was a way, for example, to identify internally that a particular slice was gated by x ability, or y and z abilities; and then not use those slices in the generation until that feat had been unlocked. If the feats and slices were designed just right, you could still retain a heavily procedural/random makeup of the world, but one which gates everything in such a way that you genuinely feel like you're becoming more powerful each game. And if the feats list was sufficiently large (or the number of them unlocked per game sufficiently restricted) then you could even retain the sense of discovery past the first game - as each game you'll unlock a different combination, in a different order.

Whoa!  That's actually a really amazing idea -- that would totally be something we could do.  It's easy enough, logically, and it's also something that we could do as a form of gating on level-up towers beyond a certain point.  "You don't have double-jump yet?  Then you can't make it up this tower," etc.  That's... really exciting, actually!
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Offline Vampyre

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Hey Chris,

I have only one, quite, maybe, technical question... I don't quite good understand this :

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This basically uses pieces of chunks that are created by hand in a level editor and then assembled and populated randomly.  Although enemy placement will be done by the 11 broad classes of enemy, and thus will be hand-done.

How can you place manually enemies on chunks populated randomly... Sounds quite weird to me...