I'd do it this way: Keep option A, but design areas and enemies to have a difficultly which expects certain items (although they aren't required). So the paths are open, but getting an optional item can feel really good and help a lot with harder areas. It would also add replay value, as well as TAS routes that go for optional items that can save time.
I... will play the game either way, but would prefer more of an option B. I like the freedom to play through as I like, but I think a little structure is necessary for solid gameplay.
Quote from DMantra:
I'd do it this way: Keep option A, but design areas and enemies to have a difficultly which expects certain items (although they aren't required). So the paths are open, but getting an optional item can feel really good and help a lot with harder areas. It would also add replay value, as well as TAS routes that go for optional items that can save time.
Actually, I just saw Dmantra's post, and I agree completely.
I'm generally for A, but I'd also say it depends on how big the game is, how hard it is to find the final area and such. If the game is too short then A might not be a good idea, but from a quick glance at the map it seems like it will be a good deal bigger than the original SM. So I pick the first option Think of Metroid 1, you needed the morph ball, bombs, missiles, ice beam and needed to defeat 2 bosses to finish the game, but that didn't exactly make the first play through too fast... not for me anyway. And about the final area, make sure you don't have a point of no return! That was one really stupid thing about SM and could potentially make the game impossible to finish (not very likely but still).
I really appreciate the feedback, dudes and ladies.
Okay, I will probably go with Option D (for DMantra who is a genius). It seems like there is sufficient demand for Option B to warrant a possible "alternative" version though. I will have to mull this over. I think I'm inclined to release the "standard" Option D hack as official Aegis play, and provide the "structured" version as an alternative.
I think no matter what option we decide we'll pretty much jizz ourselves over when we finally get to play anyways ya :-D. It is nice that you're considering alternative stuff to maximize the gameplay for your hack.
Even if you had just released with one room completed, I personally would have probably loved it, seeing as you do so much with palette work and level design and graphics and... and... and... MUST... PLAY!!!!! AAAAAAAAAAGGGGH!
Current "required items" route, for those who are interested, very likely it can change:
Morph Ball, PBs, Missiles, SMs, SB, SA, SJ, Grapple, Gravity, Plasma, Charge (if you don't have enough Missiles/SMs for bosses)
That of course assumes you find the ultra-secret hidden area. Barring that you need a few more. I'll be very impressed if anyone finds the secret area before the (hopeful) TAS Cpadolf has offered to produce, which I'm fairly sure will use it, but it's certainly possible.
Note, of all the items, only these have to be acquired in a set order:
Current "required items" route, for those who are interested, very likely it can change:
Morph Ball, PBs, Missiles, SMs, SB, SA, SJ, Grapple, Gravity, Plasma, Charge (if you don't have enough Missiles/SMs for bosses)
That of course assumes you find the ultra-secret hidden area. Barring that you need a few more. I'll be very impressed if anyone finds the secret area before the (hopeful) TAS Cpadolf has offered to produce, which I'm fairly sure will use it, but it's certainly possible.
Note, of all the items, only these have to be acquired in a set order:
Morph, Missiles
I'm very interested to know how you plan to make
SJ required other than the golden chozo.
That, and, I shall find teh sekret area. It may take me forever, but I will bomb/grapple/supermissile the crap out of everything until I do!
In the original SM there were no screw attack walls and SMILE doesn't include them. However, I do actually use screw attack "blocks" via some enemy settings and sprite changes.
The solution for requiring space jump is similar--an area you can't wall-jump up to that is blocked with screw attack blocks. Can't IBJ or shinespark up there because you can't get through if you don't SA the blocks. More people should use this technique in hacks methinks.
I don't like going back and forth already visited areas just to look for upgrades i NEED to keep advancing, when i have no clue where they could be, but i do like searching for non-required upgrades but that will help in bosses and stuff like E-Tanks, SM's etc
That of course assumes you find the ultra-secret hidden area. Barring that you need a few more. I'll be very impressed if anyone finds the secret area before the (hopeful) TAS Cpadolf has offered to produce, which I'm fairly sure will use it, but it's certainly possible.
Well as long as you secretly tell me where it is, don't expect me to find it, I'm a terrible searcher <_<
Well as long as you secretly tell me where it is, don't expect me to find it, I'm a terrible searcher <_<
Haha, of course. I'm sure you and I will have to chat on IRC or something about this 'round beta-testing time, I'm very interested in what route is fastest and expect to do some homework on this myself when the time comes.
In the original SM there were no screw attack walls and SMILE doesn't include them. However, I do actually use screw attack "blocks" via some enemy settings and sprite changes.
I had an idea about something like that long ago, never mentioned it before. Glad to see something like that is being put to use!