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)
in the distance... mountains, cities.
often blurred
mountain snow + metal frame + rocks
not just the same tiles fitting the same puzzle every time
snow piles
leaf piles
grassy and small plants
birds that fly away when you get there
choppable weeds (hollow knight)
lingering skulls and bones
stop lights, hanging lights, posters, trees, plants, etc
snow, wind, dust coming in sideways, down ways, upways.
Darkness introduced as vines, wires, large shapes blocking the view
varies based on the tiles - dust vs grass, for eg.
A Dino game.
---
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.
Building up a list, could be targetted with tilesets, backgrounds, props, etc. Filling out those celeste-feel boxes.