And then it became a metroidvania


I always told myself that I should make a simple 2D platformer before trying to make a full on metroidvania. I didn't want to bite off more than I could chew and I felt like simply making my game a metroidvania would be more than I could handle. The only game I've ever finished was a DKC fangame, so I thought it would be a safe bet to stay with what I knew. The problem with a safe bet is that it's kind of boring.


I already wanted to rip out my own physics engine to simplify the game's development. I was noticing some weird issues with the physics engine I wrote and was fed up with having to go back and fix bugs. It worked 99% of the time, but that 1% had potential to be a big problem for someone playing the game (its not fun to glitch through the wall during a speedrun). I'm solo-deving this so I have to make cuts somewhere to save time. I found a lightweight 2D physics package for Unity that I was easily able to plug in to my existing code. On top of other small simplifications in my code, I found rewriting and burning down what I had to be the easiest solution.


It always sucks to ditch work that you put a lot of effort into, but you really have to keep your eyes on the end goal. I've burned so much of my old work at this point it honestly doesn't even bother me much anymore. I might regret it more if the new version wasn't an obvious improvement. The game is closer to my original vision now than it was a year ago, and that's what's important. I'm making the game I've always wanted to and I finally feel like I can do the art up to my own standards.


I still expect to do more polish on the main character, but this will very likely be the last full redesign I do for the project. I can't think of any other concepts to flesh out and I have a good idea of where the game is going from this point on. My goal now is to get a demo ready and eventually hit Kickstarter once it is. There's still a lot of work I have to do in order to get to that point, but I'm gonna try and consistently update my devlog from this point on.

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