2D side-scrolling look and feel checkboxes

Created: Mar 16, 2023Published: Apr 04, 2023Last modified: Apr 05, 2023
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What boxes to check to get the look and feel to celeste-level?

How do games like Celeste / Towerfall and Hollow Knight achieve such a full look and feel? Here I hope to create a list of todos capturing every element necessary. First go Zero to One, then start improving the existing elements.

Feels related: Juice in Games (juicy)

background art

in the distance... mountains, cities.

often blurred

multiple complimentary tilesets

mountain snow + metal frame + rocks

tilesets with alt tiles

not just the same tiles fitting the same puzzle every time

props

snow piles

leaf piles

grassy and small plants

birds that fly away when you get there

choppable weeds (hollow knight)

lingering skulls and bones

background props

stop lights, hanging lights, posters, trees, plants, etc

mid-ground particles

snow, wind, dust coming in sideways, down ways, upways.

foreground art

Darkness introduced as vines, wires, large shapes blocking the view

dust kicked up on player landing and movement

varies based on the tiles - dust vs grass, for eg.


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A Dino game.

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I landed on 'HatBot' to name the entry for the Metroidvania Month (jam) 19.

Named after the main character, who runs around in a floppy mad hatter hat.

Also called: mvania19 (dino game) for the first half of the jam.

Related, and probably stored in Hotel.

Likely part of the rooms api.

An attempt to capture the core of a constraint-based room design tool.

Basically a big asset library todo list.

Now that we're brainstorming 10+ games at once in the future games (roadmap), I want to get collecting on some known asset needs.

We'll definitely need some playable characters - that means aseprite and pixel art animations.

I also want to hit the 2D side-scrolling look and feel checkboxes for these games. That means tilesets, backgrounds, props, and particles.