@tourgen: Thanks for the advice!
1. 60fps is a must. Lag frames may end up being dependent on limitations of the platform, especially on Xbox. Many cases you actually have no way to get below 3 frames of lag, but 1 or less is the goal.
2. I'm experimenting with some of the best platformers of all time to look for good physics sets, then will redesign the one I choose to what I need.
3. Will do
4. I probably *won't* end up doing this for a few reasons, the largest of which is the fact that AABBs are actually more satisfying to the majority of players when sized correctly. While I appreciate that the SMB/Dustforce/etc crowd would like pixel-collisions better, it doesn't really make sense from a design or technical perspective for this game (it's not a precision platformer, it's an action game). Still a possibility, depends on final art assets and direction.
5. Yeah, I've read a lot about silhouette design from Valve and others in research papers. I probably won't do the final art myself, but this is an important detail.
6-7. This is great advice, thanks. Some of the best in the thread.
My goal is not really to milk cash from players, more to get my name out and get some minor income for further game dev. I don't really need my own games as an income source right now. Putting it at $10-20 is a good way imho to keep players from dismissing it as an ultra budget game while letting as many people play as possible, which is the goal. If it were a competitive mulitplayer game it would probably be free-to-play with cosmetic purchases, just to get as many people to play as possible.
Not rolling /w box2d as it usually creates a really loose physics-platformed feel that's only appropriate in puzzle games.
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