Got a pretty good turnout for questions. Hope this satisfies some of you!
How many areas / weapons will be usable in the game?
Can you upgrade and downgrade said weapons?
How many characters will you get to play as?
There should be about a dozen unique stages. Some stages are shared between character and often have paths that are unique to different characters. As for ‘weapons’ and ‘upgrades’ remember, this is not a metroidvania. That said, Naomi has 4 special attacks and can power up one of those attacks at a time. Including air variations, Naomi can do a dozen different moves with her special attack button, though only 5 and a time (only powered up specials have air variants). Sinlen, can hold 1 of 5 spells at a time and each of those spells has a special attack. Trevor has 4 different dodge techniques, but can only incrementally power up his sword, much like a Belmont powers up his whip.
As for the amount of characters? For now I’ll just say 3. I might add extra bonus characters later, but these are the three main characters with their own unique paths and storyline significance.
I dunno if this has been covered elsewhere, but since you’re best known for IWBTG, I’m curious what the difficulty level will be.
It has, but no harm in saying it again. I’d say at this point, Brave Earth is harder than Castlevania 3, but not by a lot. To experienced Castlevania fans, Brave Earth might actually be slightly easier. There will also be difficulty sets to help people find their ideal level of challenge.
I know I’ve asked you this before, but I liked your answer so much that I want to share it with everyone! (Also, I forgot your answer)
Will religion be “the real deal” in the Brave Earth series, like it is in most fantasy games?
I forgot too so I hope this answer is still good…
It depends on what you mean by “the real deal”. There is magic, there is undead and there are monsters. There are events that definitely give more credence to the idea of “There might be a creator”. So despite the obviousness of magic and souls and the like, unlike most high fantasy, religion is still an act of faith. Same with philosophical ideas like skepticism. Just because there is magic in the world does not mean we should assume all claims are true, just like, in real life, just because we have amazing science doesn’t mean we can assume all technologies people claimed they invented are real.
These themes will be relatively minor in prologue but will hopefully be an important part of Tower in the Sky if that ever gets made. BE:P will probably have a bit more to say about gender roles, though the NES nature of the game somewhat limits how in depth that’ll be.
Do you think the self imposed limitations of having it be as close to an NES game as possible limit your creativity, or make you find more creative ways to do things?
Well first, let me be honest: I cheat. A lot. I cheat with resolution (the game is a bit wider than it should be, since NES games are natively ‘square’, and the exact resolution is chose more with resolution multiplication in mind more than accuracy). I cheat with the palette (I edit a number of traditional NES colors to get a few colors that wouldn’t normally exist), I cheat with sprite limits and thusly I can even cheat with colors per character. So I’m not hyper accurate, but I like to be aware of the rules I break and have a reason why. As such the limitation is actually very liberating. I have a lot of aesthetic tools to draw upon and I can cheat them when they are occasionally too strict.
My general rule has been “Would I believe this was an NES game if I played it as a kid?”. I cheat less than that, but if I couldn’t believe it, I know it’s flat out wrong.
It seems like one of the tenets of the game design here is to make it possible for people to go through the entire game without taking damage, and for people to be able to speedrun the game.
So with that in mind, are you going to include your best times in the readme? Just for comparison’s sake, of course.
The game SHOULD track your best times in game. I still have to figure out how to work this across difficulties and stuff like that, but it should pretty much be assuredly a feature. I’m actually somewhat concerned about the game’s fitness for speedrunning and how optimizable it is. But I guess we’ll see. I’ve had some people say that they think the game is very much suited for speedrunning.
Will you intentionally leave in a glitch, and try to make the player play around it? (think, shield dash SOTN)
I haven’t found a glitch worth leaving in yet. There was only one that ever came up that was ever an option (think: Zombie Hover) and it was a bit too goofy and unusable to leave in.
Well I’m mostly curious about what type of system of hitboxes have you built and how do you manage them since you have a pretty interesting set of moves. Are you using rectangular collisions boxes? Are the timing of the hitboxes run off animation frames or are they timed (ie how do you sync that all up and ensure the moves come out the same each time)?
Okay so each character has 3 sets collision data. One is terrain collision. This is usually a rectangle. Heck, it’s a rectangle even when you’re crouching so you don’t get stuck understuff. That one’s easy. Then you have the attack/hurt boxes, which are a set of image masks that fit over the pre-exisitng sprites. I do them as ‘boxes’ but they’re technically images. Every logic cycle, the attack and hurt boxes set them selves to the same animation and animation frame as the character’s base animation and the player’s position. This keeps everything perfectly in sync pretty easily!
Too late for questions? Whatever, I’ll ask anyway:
- What is the focus of your game? Please try answering this question before you read on, I don’t intend to put any words into your mouth.
How scary! I’ll try my best!
I would say the focus of BE:P is in it’s level design and enemy design. Relatively slow, careful encounters, rather than quick, rapid action. I want the player’s actions to have weight. Sinlen subverts this a bit, and Trevor embodies this and Naomi sits in the middle.
I’ve seen a lot of platformers lately. Often they revolve around a single gimmick (for better or for worse). But ignoring the gimmick, the platforming itself is often a bit sketchy and unappealing to play by itself – only the gimmick tries to make the game worthwhile and stand out from the others.
For me personally, I prefer platformers the other way around – the platforming itself should be appealing and make the player want to play the game, just because the controls are THAT good. Super Meat Boy did an excellent job at this. Even IWBTG has (in my opinion) excellent controls – precise and on point with no unnecessary distortion.
If you add a ‘generic’ gimmick on top of that (Say, charge shots and a grappling hook), that’s absolutely fine if it only adds to the gameplay. If a not-so-generic gimmick interferes with the already solid mechanics: For me to accept this as a valuable addition to the game, It has to be incredibly well thought-out, well implemented and interesting enough (=worthwhile). Even a not-so-good generic gimmick can already be harmful for the game if it’s poorly implemented. I’ll probably earn some hate for this, but for example in “They Bleed Pixels” the combat mechanics are nowhere near as good as they should be in contrast to the platforming.
In short, for me a good platformer stands and falls with its controls. How elaborate are BEs controls?
The BE:P controls are probably a tad more elaborate than they should be for the NES premise, but I’d still say it’s relatively straight forward. I think more importantly, you could play Brave Earth without using the special button, especially with Naomi. I think the game is better with the special button (which is why it still exists), but I think it’s important that it isn’t a crutch. Much like how subweapons aren’t a ‘crutch’ of Ninja Gaiden or Castlevania. They exist as a spice. I think the two most important elements are in a good spot — jumping and attacking. I’m particularly proud of the jump, which has the design advantages that come with an old Castlevania games, but an amount of controllability that makes it not feel dated. I’ll have to wait for people to play more to see if I’m right.
The grappling hook in IWBTG is kinda a funny example but I think highlights part of the problem with a lot of gimmick games. They choose the gimmick because it seems neat, not because it suits any design purpose. This can be fine if you build around the gimmick well, but those types of games are a bigger risk. If the gimmick doesn’t pan out, you’re fucked.
People have asked me if future chapters of IWBTG:G will have different gimmicks and they’re always surprised when I say no. The grapple arm was chosen to solve problems I felt existed in making an IWBTG sequel. The precision of IWBTG’s controls meant it was hard to craft new challenges without looking like a cramped, spike ridden fangame. Knowing that I wanted a smooth scrolling screen, a way to open up the game would be nice. Atop while IWBTG is precise, there is very little nuance to the Kid’s controls. So adding a mechanic with inherent nuance would allow me to open up the game without fundementally changing the Kid’s basic controls. The grapple arm fit perfectly and is a mechanic I inherently love. A little off topic but worth talking about.
I vaguely recall mention of the different characters having different paths through the game. Is the idea that everyone just gets a full on unique game (with heavy resource recycling)? Is it going to be a multiple paths through each level accessed by unique abilities (a la MM6′s jetpack access ladders)? A weird hybrid sort of deal, where people make their way through the same levels, but there’s different enemy placement, and/or the occasional alternate/extra level crammed in for certain characters?
You can think of it as ‘everyone gets a full unique game’ but it all sort of comes together in a more complicated way then that. For example, you unlock Sinlen at level 3 and Sinlen’s path starts at a difficulty curb fitting to that. Also the alternative characters tend to have shorter paths than Naomi’s (which is about 8 levels depending on how I want to count them). Some levels have different paths (Level 3 has Naomi and Sinlen’s path on an alternating sinewave type thing), some are the same levels, but with different abilities, or different times on the stories itmeline. So yeah, it’s a weird hybrid. Hopefully it’ll be cool in practice. Due to my fetishization of level designs and living world, I want it to feel like characters doing their own thing in the same world instead of on their own disjointed levels.
Also, same question for bosses. If it’s pretty much just, “this is level 8, this is the boss of level 8″ people are always cool with it, but for some reason, “this is level 8a, it’s different from level 8b but has a the same boss at the end” that’s somehow psychologically dissatisfying (while changing ONLY bosses, that flies just fine, it’s weird).
There won’t be any shared bosses, at least not in a way that doesn’t make sense. It would not only be dissatisfying, but it would also mess up some of the chronology of the game.
Going all 8-bit retro often pushes people into tossing in limited lives (sometimes even with limited continues). What’s your stance with this on kicking people back to the start of the level/start of the game as punishment for dying too much?
Default game setting will have lives with infinite continues. In fact, once a level is beat, it’s unlocked and you can resume from there at any time. So you might have to restart a stage, but never the game. Also through an option you can turn on the ability to resume from checkpoints after game-overing. I want to encourage people to play in the ‘old school’ style, but they don’t have to.
Kinda related- Difficulty settings. I seem to recall you planning to include them, but how much thought are you putting into them? Just tweaking damage/HP? Altering enemy placement? Changing up attack patterns? Going all Mega Man 10 and including those shame inducing big obvious bumpers in platforming bits? Maybe without being so passive-aggressive about it visually (i.e. just make the pit smaller, don’t throw in big obvious safety bumper sprite)?
Pretty much everything. Health adjustments, some placement adjustments and for certain enemies, AI changes (this will mostly effect the Very Hard difficulty). Easy platforming (and the associated bumpers) are an option that can be toggles individually.
Mind tossing out an animated gif of that skeletal dragon meandering about? That thing warms my cold black sprite loving heart so damn much.
From Big Ari
s there any truth to the rumor that all of the storytelling will be done through emoji, and gifs of corgis?
That sounds like me and King are making a true IWBTG/Owata crossover!
I guess if I’m posting, I should probably ask a serious question. Are you planning any optional side content like the secret items in iwbtg?
There will be secrets. There’s a whole ‘hub’ map filled with little things. The hub setup is sorta an interactive “menu” you for you to change characters and choose levels (or even try characters on paths they’re not supposed to go on). Chronologically, it exists AFTER the events of the game and talking to some characters on it can give you some insight on some of the things that went on in the game. None of this is required, but for the people who like this stuff, they can dig around and uncover a number of Easter Eggs.
There will also be secrets hidden in the actual stages too. Of course I can’t say too much. :)