I am still working on creating the map for my game - doing so is still the cornerstone of determining the number of enemies, bosses, items, challenges, and the like. It's a very complicated task, maybe too much, even. It reminds me of my final project at university when I had to make a game from scratch and I had designed and started to make an RPG called ChronoScape where you moved between seven parties scattered through different time periods and you had to switch back and forth in order to progress. It's a bit like that.

Being a MetroidVania, there is a clear path of getting upgrades that will allow you to continue in another direction from a place where you've been before. My game will have that times ten, literally. Creating a single 10x10 grid of paths linked in a way that allows for exploration and secrets is difficult enough, but I want to play with some other mechanics as well, so that means a sizeable number of hours writing the design document. 

There is also an idea floating in the back of my head about how feasible the end-product will be. I had some issues with Friday The 2013th where I couldn't find how to make certain things work in Unity, but that's for another time I suppose, I'll struggle with the technical challenges when I get there.

Currently working on: Designing the map

Time spent on the project so far: 10 hours

 

Posted
AuthorJérémie Tessier