I feel that this 2D sidescroller view limits exploration. I mean, I do love the Metroid games (mainly Fusion and Super Metroid but others as well, but not the 3D Prime games for some reason) and Castlevania (well I've only really played SotN) and they do have some fun exploration but, I think a lot of this fun comes from the fact that you gain new abilities to explore (Screwball, morphball, ice beam etc...) that made backtracking and being able to explore new places in old areas fun. Would the Metroid game really be as much fun if Samus didn't lose all of her powers at the start of the game? Maybe that isn't really a fair comparison to AVWW but I feel that it will become more like that after X amount of hours playing were you aren't really getting something new, but maybe I am really far off here.
I think you'll be pleased with what we put together. The fact that you haven't been satisfied by other, somewhat similar games is actually good news to me, to be honest. If you were satisfied with them, you wouldn't have any reason to like what we're doing. We're not in the business of making clones of anything, not Metroid or otherwise, and if someone else had done it exactly the way we're going to do it, we wouldn't be doing it.
Anyway, one thing that the Metroidvania games don't have that we do is 3D exploration. They only include exploration on two axes. That's never been the case for AVWW, which previously had a Z axis that was down into the ground or up into buildings. Now the Z axis for AVWW is going "inward" into slices of buildings and the underground, while at the same time having enormous distances that can be traveled in the down-into-the-earth and across-the-surface directions.
And that's all just in one region, before you even start talking about the world map. So... there are some things in common with a Metroidvania game, but really there's a lot here that's never been done elsewhere. We'll be showing that off increasingly as we get more and more of that implemented; Erik and I now regret not having shown more of the undergrounds in the past video, but I suppose that's life. We'll make sure to show more in the next one.
For some reason, the above doesn't seem to apply (for me at least) for 3Dish games. Dungeon crawler type games, Titian Quest, Torchlight, Champions of Norrath, have randomly generated dungeons that are fun to explore even if you can get to all the areas without having to gain new powers to do so. I really do feel that this has to do with the perspective you are playing in (and I do play these games in a top down perspective).
I don't think it has to do with the perspective at all. I've played and enjoyed games in both perspectives, including side view games without that sort of progression. I think it has to do with level design, plain and simple. In other words, our level design is not like a typical Metroidvania game, because those are hand-crafted specifically to emphasize movement-ability increases and backtracking. It's a cool model, but not something we want to do here; excessive backtracking is the last thing we'd want to encourage.
Maybe I'm wrong about AVWW's exploration and it will be fun like Terraria's and also hopefully AVWW will have more lasting appeal because there will be a lot more other goals than just exploring.
I think you'll be pleasantly surprised by the time beta rolls around, but time will tell! I'm confident that the game will speak for itself by then.
I also feel a little sad that it is going to be a magic only combat. I like the idea before that you could use swords and maybe make a sword that shoots fireballs as well. You don't really like close combat? How about become a mage with tons of spells or go stock up on guns and shoot you foes from afar, possible making you gun shoot fire or ice bullets too. Again, maybe this change will be alright when I see more and if there is a huge variety in the spells.
Huge variety = yes. Also, we're not removing any mechanics, it's all a visual thing. So the effects that you could get with swords, or a gatling gun, or whatever else will be represented as magic instead. It simplifies certain things, and mainly is a boon to the art. But with the switch to magic-only we haven't ditched any gameplay mechanics if that makes you feel any better.
Another thing on the combat change is the idea of limited use scrolls. I really hate powerful, limited use items. In nearly every RPG I play, whenever I get some rare or limited item, I tend to save it because I don't want to waste it because there may be a more important time to use it. The problem is that the more important time never comes because I always think there will be more important time later on. In Final Fantasy, I never use elixirs or even ethers because of this. In Pokemon, I never use the legendary Pokemon because I fear I'll screw it up and teach it the wrong moves or not properly EV train it (you may not have played the Pokemon games but they have some real surprise depth to the RPG portion of training that really is for the adults who play it). In Elder scrolls games, they have scrolls with spells that I never use because they are limited. Maybe this is more my problem than the games fault though. Also, it may be better in a game where you craft these items because I can craft more but then it falls into the problem of not wanting to waste resources crafting these limited items. I really don't know where AVWW will fall on this point.
I never use elixers in FF, either. And ethers only in the few games where you can buy those in shops, and those rarely even then. Here's the thing that separates AVWW from them: whenever you get a new raw gem, you also get gem dust as a byproduct. You can then make limited-use scrolls and traps with that dust that you got essentially for free. That stuff has the same tier as the gems do, so that means that within about 5 hours those are all going to be underpowered. So there's really a 5 hour timeframe where you probably want to use those scrolls and traps in, because after that you'll have a much better set of scrolls and traps that you also get as a byproduct of having more raw gems.
The problems with elixers are:
1. That they are excellent from the start of the game all the way to the end.
2. That they are extraordinarily rare, and impossible to gather more of if you run out.
3. That you have no way of knowing how many, if any, more elixers you will ever get, or when you will get them.
Our system doesn't have any of those problems. I've seen our sort of system work before in the ancient game Demon Stalkers, with its death scrolls. It works really, really well when done properly. And I hate elixers just as much as you, so no worries.
One thing I noticed in the video that you didn't seem to address (or I just missed it) is that the characters now have varied colored clothing. Care to elaborate on that? (how did you manage to do that, how much variance will we see, etc...)
Oh yeah, there was too much stuff changing at once, thanks for reminding me of this. I know there are other small things like this that I also forgot. The way that I managed this was by finding an HSV shader that someone else had created, and adapting it slightly to my uses. So the shirt is rendered as a separate texture on top of the character, and then a single float is used to determine what the hue shift value is. That lets us do the shift right on the GPU, it only requires pixel shader 2.0 (which is ancient), and it will failover to not using any hue shift at all if you have
that old of a GPU (we're talking early 2000s here).
All of this accomplishes what diffuse colorization that is more standard cannot do in a pretty way, which is why I was opposed to colormasks before. The difference is the HSV shader. The range of colors it can do is every hue variation of whatever the base color is. So that means that saturation and value aren't changing, but just the hue is.
Also, I noticed in this video, and maybe it was changed before but, I really like how you changed, on the world map, when new tiles are uncovered that they fade in now instead of swirling in. I think it looks much better.
Yeah, that was on feedback from folks on the videos, too. I also really prefer it now, in the end, though I still resent the "looks like powerpoint" remarks a bit, heh.