TM game environment sketches.
The thing about game development is, there is no certainty. You can’t plan everything out with certainty, and see it come together and work exactly how you expected. This is because video games are about “feel”. The final product has to “feel” good to the player more than it has to look good, or have some formula that’s supposed to make it perfect for what the audience wants. Sometimes you build something, and you get all the way to the end, and you find out that the player jump height has changed because it feels better for gameplay if he doesn’t jump as high. Next thing you know, all of that artwork has to be redone. As I’m learning to code, I’m making similar discoveries about coding as well. There is always a more efficient way to do something.
SOME things I’m sure of. Some things I can be absolutely certain of. My model that I’m looking at is the Castlevania series and Metroid right now. I like their save system, so I’m playing around with the idea of having these “save rooms”. I’m not entirely sure how this will work for modern gamers though. It seems that these days, players want to be able to save anywhere. It’s too early to know for sure.
I’m in a freeflow state with ideas right now. The game is an open canvas, with the only restrictions being the camera. All ideas are valid. So I just sketch and brainstorm.
ALSO of note: I’ve been making little additions to the site. You can expect a lot more upgrades to menus, new features and more frequent updates for a while!