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
12
104
3,796
Replying to @MarioBrothBlog
Also used custom mip maps to make this pseudo cel shading effect, custom mip maps are underrated
1
52
1,622
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
1
4
277
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
1
5
305
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!
1
8
425
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
1
3
61
5,166
It's Sunday, why are you guys not in church? I mean THIS church
3
7
1
90
3,313
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
10
72
3
1,067
44,908
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
1
1
43
2,189
Happy Sunday everyone Shouldn't you be in church right now? #indiegame
5
30
2
352
8,741
wow thats a lotta words...
Rant time now. Anti-ai artists consistently have to fall back on the claim that making art is the *process* of creation. I fundamentally disagree and even though I won't change any minds, I want to explain why. It is because believing that art needs to be more than an expression of someone's will is too limiting. If you have an idea and execute on it through creation, you are bringing art into the world. Good ideas, bad ideas, boring ideas, someone else's ideas, doesn't matter. This is why photography is art. This is why didital illustration is art. This is why splashing paint on a canvas, taping a banana to a wall, carving a block of marble, playing a character, creating a video game, directing a movie, making a sandwich, singing a song, building a stadium, and yes, generating an AI image- is art. I think its disgusting and elitist that so many artists want to limit themselves and others to believing that "art" is actually some magic sequence of actions or some ability you need to train for or suffer for. If an illustration artist loses the use of their body and has to tell someone else what to draw for them, are they still an artist? Are they "just a director"? I cannot accept that action is what determines art. Art is self expression through creation. The tools you use to create are your choice, they are part of your art, they are NOT what makes the art itself. The art is conceived in your mind, and born into the world through the medium you use.
16
1,140
Working on a new area: the Train Graveyard #indiegame
1
27
1,025
Ask us (mostly) anything about our map design! Interconnectivity, backtracking, areas, process, etc. Here's a very early sketch of it
1
17
970
Hey could you guys watch this real quick, it's important
4
21
1
142
5,889
Interconnectivity is a standard concept in Metroidvanias How areas connect to each other influences your sense of freedom and wonder, but they have to connect in certain ways Connecting areas just to connect them, for us, doesn't accomplish anything!
3
8
4
69
4,546