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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: ca68f61a26f1c5f⋯.jpg (31.95 KB, 357x354, 119:118, 1430153747912.jpg)

2daf1f  No.15853167

I personally like the encouragement for 100%ing

(image unrelated

a63e06  No.15853173

I have never really understood what metroidvania entails.


8f9713  No.15853241

File: 61056e11b49fc29⋯.jpg (51.39 KB, 460x215, 92:43, Touhou-Luna-Nights-Cover.jpg)

>>15853167

I don't know, but this one is pretty good, too bad it's early access unfinished bullshit


2daf1f  No.15853292

The reason I'm asking is because I really want to make one inspired mostly by metroid, but I want to know what people enjoy out of it, so I know how to make an enjoyable experience.


5f12d2  No.15853293

>>15853167

>>15853292

Fuck off with your one liner cuckchan thread.

You also will do shit, fuck off.


2daf1f  No.15853313

>>15853293

I've been on 8ch for about 5 years lmao. I never even used 4chan; I started with 8chan.

Although, I appreciate you reminding me to keep things more quality, and I'll try to do so from now on :)


62eeaf  No.15853331

File: 9a61c88ef5236c8⋯.png (1.31 MB, 1300x1087, 1300:1087, ClipboardImage.png)

>>15853167

To me it's about exploring and finding shit while having freedom to come and go to wherever I physically can.

As always, the base gameplay must be fun or else it will suck to explore. In metroidvania's case, if the combat/platforming sucks, the game also sucks no matter how much you have to explore.

>>15853241

That's a good one, just waiting on it.

>>15853292

Just make sure the game is fun to play without the metroidvania level design in the first place.

This way the game will be fun without having to rely on the "genre" carrying it.

Also, when those games have ways to circumvent the need for an upgrade and advance using clever tricks or otherwise unintended methods, it's super fun.

But it can be very tricky to design a game in a way this can't break the game's progress later. Like getting the player stuck in a place they can't leave because they don't have a powerup they should have when reaching there.


f99fe8  No.15853346

>>15853313

>I've been on 8ch for about 5 years lmao. I never even used 4chan; I started with 8chan.

Then what was 8chan called before it was 8chan?


4e7cec  No.15853370

>>15853346

I would think infinity chan since that was what the 8 represents.

Obviously exploration, good level design, and abilities that allow you pass through levels you couldn't before and get hidden items or find secret locations. Also, don't make it too linear. Even though I don't mind it, Metroid Fusion was very linear and told you where to go and limited exploration because of that. Probably leans more toward the metroid part instead of the castlevania part. I think the castlevania part is really a placeholder for the metroidvania term since Symphony of the Night became the main style of Castlevania for a while by copying Metroid with some rpg elements.


784b1f  No.15853384

File: bb1f727e0633a20⋯.gif (1.97 MB, 360x360, 1:1, bb1f727e0633a20a2b00c7e271….gif)

>>15853167

>What makes a metroidvania great?

No level ups, instead gaining powers and items via bosses/exploration and using those to progress through a dungeon instead of farming weak enemies over and over again to put skillpoints into abilities in order to progress, or god forbid, getting to a certain level to gain said abilities, if i wanted that shit i'd play a beat em up or hack and slash instead, there was this one luchador themed metroidvania i played on my 360 in 2014 or so because they gave it away for free, and it was amazing because all the platforming made full use of the abilities you got reality shifting, double jump, breaking colored blocks with specific moves, morphing into a chicken to get into small places, using the uppercut to add extra height to your jumps and using the dashing lariat to propel yourself forward, i don't remember the name of it though, and my 360 has been dead for a year so i can't check, pretty sure it was an indie game and last i heard the indie store got shut down so it might be lost forever.


8f9713  No.15853398

>>15853384

guacamelee?


784b1f  No.15853430

File: 8a6fc3814d846c2⋯.jpg (187.06 KB, 1200x1000, 6:5, 1507762728113.jpg)

>>15853398

I just checked a few videos and yes that's the one, i didn't know it came to PC as well, there's even a sequel, jesus it's been a long time.

>it's on GOG


42352f  No.15853432

>>15853384

Guacamelee's combat was really fun, locked you in a room with waves of enemies way too much though and the bosses were dogshit.


c08ebe  No.15853443

>>15853167

>what makes a Metroidvania great?

good game design

because, while I generally love the genre, Metroidvania's in an of themselves are not inherently great as evidenced by Chasm, Guacamelee, Sundered, Dandara, Insanely Twisted Shadow Planet, Dead Cells, and Axiom Verge.


62eeaf  No.15853445

>>15853384

>No level ups, instead gaining powers and items via bosses/exploration

This here is a golden tip. but beware.

Not having EXP, you still need to make sure the enemies are worthwhile to kill. If they don't drop money, collectibles or the occasional healing pick-ups there will be no reason to confront them and people will just ignore and jump over them.


4321cf  No.15853451

File: 86ca6c93200e3eb⋯.jpeg (41.24 KB, 520x520, 1:1, 5448_6ee2_520.jpeg)

>>15853167

Good connected map, you fag. What is this? Kindergarden ed class?


34aaac  No.15853476

>>15853167

I think the best part about Metroidvanias (but also perhaps the most difficult one to implement properly) is a proper backtrack system - it somehow has to keep you excited with every new unlock because your brain immediately coughs up at least five locations in the dungeon that hitherto seemed unreachable, but also has to be designed in such a way that the actual backtracking does not become tedious.

Gets even better when you can theoretically reach such areas without the unlock required for it by doing some finicky jumps or other neat tricks. And even more better when there are alternative options which do not require tricky moves but simply come with unorthodox solutions.


2daf1f  No.15853502

>>15853476

You're super right! I'm trying to take a lot of cues from super metroid on that; I'm also a speedrunner so map design is my #1 priority. I want the whole game to be sequence breakable in a way that only a couple games

My big 3 important things for this are atmosphere, visual storytelling, and FUN - both in exploring and in combat/platforming

I want to take a lot of gameplay cues from fighters and tough platforming games like super meat boy more than I'd like to take from things like mario.

I personally can't stand platforming for the sake of platforming, so i want to make sure that it's fun and not frustrating


57a1a5  No.15853884

>>15853445

>Not having EXP, you still need to make sure the enemies are worthwhile to kill. If they don't drop money, collectibles or the occasional healing pick-ups there will be no reason to confront them and people will just ignore and jump over them.

Having enemies drop collectibles (like weapon pickups) also prevent the player from getting trapped in a room or having waste time to backtrack more to get more of that pickup to progress forward.

A good example of this is in Metroid Prime 3, there's room on the planet Bryyo called Temple Reservoir which is basically a S bend shaped corridor (so you can't see the opposite door) with damaging liquid (Fuel Gel), a less confident player may require at least 3 ice missiles fired into the liquid to make some temporary frozen platforms to stand on to cross to the to the other side without taking damage. If you don't have enough missiles (since there was a boss fight before this room) you can't really cross and the next room Temple Hall also need ice missiles to freeze Fuel Gel streams in the next room to serve as temporary platforms (otherwise you will fall to your death).

So in the Temple Reservoir room, there bunch of basically harmless creature called Scorchbugs infinitely respawning out of a hive (at the first bend of the S) in that can be shot, that drop ice missiles pickups and can be used to refill you ammo quickly. In the next room Temple Hall, there also Scorchbugs vertically crawling up the walls just in case you somehow managed to run out to get the player across that room.

While there are other enemies (and some change when returning to those rooms) they don't infinity respawn or try to harm the player like Scorchbugs do.


3bbadd  No.15853922

>>15853167

Did someone say megalovania?


d3e6b2  No.15854074

Well designed secrets, upgrades that mean something, and a world that feels natural and entices you to explore its secrets.


83ba92  No.15854523

File: 834e363ff7ddec0⋯.jpg (135 KB, 640x524, 160:131, 46630617_p2.jpg)

File: 656a19cf082152d⋯.jpg (147.12 KB, 640x524, 160:131, 46630617_p3.jpg)

File: 43ab5626c44cdd2⋯.jpg (116.26 KB, 640x524, 160:131, 46630617_p4.jpg)

File: f142ec4d2ab5280⋯.jpg (146.01 KB, 640x524, 160:131, 46630617_p5.jpg)

File: 5f2c6e7926f7f76⋯.jpg (102.06 KB, 640x524, 160:131, 46630617_p6.jpg)

For me it's the sense of progression and freedom (compared to most other linear platformers) to explore your environment. Also, your environments MUST be connected so it feels like one cohesive world.

All of your powers and abilities given due to being a reward of either beating a boss or exploring, finding an area you can't get to, only for hours later to get the power up that allows you to finally breach that area is so satisfying that few games replicate well.

Something I've always wanted to figure out is how to transfer this design in a 3D environment. I can't think of many 3D actions games that are structured like this. Most of the time they either go super linear like DMC/Bayonetta or go the Zelda formula. Games like Prime seem to be an exception


c08ebe  No.15854530

>>15854523

>moon runes

what do they say anon?


716bc8  No.15854534

File: 92a23fee6748e8c⋯.png (856.85 KB, 2392x2499, 2392:2499, Made-up bullshit genres.png)


c08ebe  No.15854538

>>15854523

<how to transfer this design in a 3D environment?

also, it's called dark souls.


f1b4ac  No.15854568

>>15854523

Batman Arkham Asylum


a7c8ff  No.15854641

>>15853430

Speaking of the sequel, the game crashes on the controller recommended screen for me. Anyone have that problem?

>>15853432

And a lot of the humor was dogshit too.


80518d  No.15854674

>>15854534

At this point, "Metroidvania" has ceased to explain what was initially seen to be a change of Castlevania into a series that was much more like Metroid, and more to just describe a genre that should have a dedicated name but doesn't really. The argument that the genre isn't unique enough to warrant a dedicated term is retarded. Zelda and other adventure games are primarily focused on exploring a vast world with minimal backtracking. Metroid and other exploration games (metroidvanias or metroidlikes, whatever you decide to call them) focus on backtracking and slowly expanding your freedom of motion, making it easier to navigate your roaming space.

Either way, there are enough backtracking-heavy exploration games in a confined space where you slowly expand your range of motion while occasionally facing bosses to warrant a genre. Even if you don't feel it actually adds much to the genres it branches off of, it should have a specific descriptor just to differentiate it from the others. At this point, it's worth splitting hairs just due to the numbers.


bb5634  No.15854711

>>15853241

I'd rate it as a bit worse than Pharaoh Rebirth. That isn't to say bad, but they chose a character with a broken ability as the main character Even with the limits her ability is still more than capable of taking challenging encounters and turning them into jokes and that is for a game designed around having time stop and slow time. That and since they made most of her attacks ranged, making fighting melee enemies a lot less risky compared to Pharaoh.


42352f  No.15854845

>>15854641

Don't like 2012 reddit imgur memes?


ba3412  No.15855228

>>15853292

If you can't figure this out yourself through critical analysis you will likely fail.


036a86  No.15855432

>>15854534

It's pretty much the name for this genre of gameplay style, so what else should it be called?


2a0299  No.15855505

I only like them when I can level up easy and just run through the game in a few hours.


c08ebe  No.15855513

>>15854845

I hated the button layout. The control scheme of that game was garbage and would leave you with hand cramps. The art design and shit memes are just the straw that break the camels back.

>>15854523

I still want to know what these Samus comics say.


42352f  No.15855723

>>15855513

I don't remember having any trouble with a controller, maybe during some of the Challenge sections at the end. There's certainly no reason to force yourself through it now, but in 2012 or whatever there wasn't a new indievania released every single week.


1cc3a9  No.15855776

I don't mind not being able to sequence break (although it's fun) or the game being more linear if there's a focus on storytelling, but I prefer being able to skip cutscenes whether I've seen them already or not so I can jump right into the gameplay. You don't really know if I've not played before, you faggot devs. Who actually backs up their save file for every game before uninstalling? I dislike too much handholding in any game. Other anons' comments are accurate as well.

As for the name "Metroidvania," I consider it a nickname for "action adventure platformer" - it can (but doesn't have to) have RPG elements like skill points or leveling up, but it must have adventure elements. Exploration, collecting items, solving puzzles (what ability or item can I use to progress, and where), and either implicit or explicit storytelling.

>>15853313

That's just as bad. You're basically saying you've only been using imageboards since 2013.


3bbadd  No.15857737

>>15854530

>>15854523

>>15855513

>自爆装置作動!

>脱出せよ!

The self destruct system is operational! Escape!

>自爆装置が、作動しました

>ただちに脱出してください

The self destruct system has been initiated, please escape immediately.

So, in the first two images, she says

>なんだと

>またかよ

The first one is like, "what the–!" and the second is "again?!".

In the third image, she says

>はやいよ?!

which is something like, "already?!"

In the fourth image, she says

>アーハイでしょうね

>ハイ

maybe this can be translated something like, "ah, uh-huh, I thought so. Yes"

and in the fifth image, she says

>ないのか

it means, "is there nothing?" and she's exclaiming surprise over the fact that there isn't a self destruct sequence, which she expects because it's happened on so many previous occasions.

Learn nip you faggot




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