Replying to @MarioBrothBlog
Also used custom mip maps to make this pseudo cel shading effect, custom mip maps are underrated
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
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
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!
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
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
Interconnectivity is the holy grail of map design
Or say they say!
We don鈥檛 disagree that interconnectivity is important, but when building out our map, interconnectivity wasn鈥檛 the point. It was just a byproduct of deeper design goals
Let me explain
Happy Sunday everyone
Shouldn't you be in church right now?
#indiegame










