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Boss Keys is back, baby!

This is the first episode of season two, which I'm internally calling "Making a Metroidvania". I'll be looking at actual Metroid games, and some Castlevania games, and some indie Metroidvanias, to see what makes these things tick.

Hard to start at the start with Metroid 1, and its 2004 remake Metroid Zero Mission. Then next time, it's off to Super Metroid.

I will upload bigger versions of the graphs and link them in the description, so don't worry if you can't see that super tall ZM one!

Cheers

Mark

Files

The World Design of Metroid 1 and Zero Mission | Boss Keys

Making a Metroidvania is an enormous design challenge. How do you let a player loose in an interconnected world, without them becoming lost or frustrated? In this series, I'll be looking at key Metroid titles, and games inspired by the franchise, to see how this type of world is structured. Starting with Metroid 1, and its 2004 remake Metroid Zero Mission. Support Boss Keys on Patreon - https://www.patreon.com/GameMakersToolkit Watch me play games on Twitch - https://www.twitch.tv/gamemakerstoolkit/ Join the GMTK Game Jam - https://itch.io/jam/gmtk-2018

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