What's going to make levels within a world different from each other if they're randomly generated? Does each one pick from a different pool of level elements as it randomly generates it?
each “level” pulls from tons and tons of “chunks” that are randomly placed depending on difficulty, bandage and the current status of said “level”.
the demo we have now level 1-1 pulls from around 80 chunks that were design for that level only. same goes for 1-2 and the dark world alts.
there are a ton of unlockable “levels” like endless chapter mode where you play all of the chunks that exist in a chapter and go for highscore or daily runs, but the main game will progress just like smb did before, you beat core levels, unlock and find warp zones, collect bandages and fight bosses to progress to the next chapter.
there are complete dark world alts to all existing levels including bosses this time too.
Since you announced the new SMB, I'd like to ask do you go by a schedule when deving multiple games at once? Like you spend some time working on BoI:R, some time working on Mew (though I know its currently on hold but as an example), and some on SMB:F
with a game like rebirth, i have a schedule, with smb and mew we just work as fast as we want to get things done.
What are the controls in SMBF ? On a very short video it looks like if you tap on the right side of the screen Meat Boy jumps, and if you tap on the left side he ducks. Am I right ? Will there be anything else ? (I like phone/tablet games that only have 1 or 2 movements)
there is alot more to it, but we only showed the very early levels of the game and just a taste of what we were going for. but we keep it simple.. youll see in time.
I was super excited for this "live action stealth game" or whatever it was you billed A Voyeur for September as. I'm happy for SMB fans, but any chance you're still working on a live action stealth game?
Considering that you and Tyrone have been saying that rebirth is in it's final stages, do you have a more refined (as in other than 2014) release date for rebirth?
oh yeah, we have known the release date for a few weeks now but want to announce it and start taking preorders.. in order to do that we need a few things to line up and the trailer to be ready to roll.
that level was one of my favorite moments in video games because it felt so difficult but doable, i felt like a champ when i did it because it looked like i had reflexes of awesome!
we played around with a lot when mulling over if it was even possible to make an smb game with only a few buttons, but i think we totally nailed it. it will be easily compared to other games at 1st glance, but when you actually dig into how deep and precise the controls are coupled with the random generation of the level structure it will feel pretty unique.
but yes as far as runners go bit trip goes deep with its story/bosses/progression and thats def something we want to do with smbf
what are the chances you will make the SMBF PAX build available to all and not just PAX goers? after all, you said: "you really need to play it to understand why we are so excited about this one", and I do really want to! so come on, let everyone have access to it, not just a few lucky people. do what devs usually don't ever do, and release it. that's my plea.
im sure we will be demoing it at another con or 2 before its release, but its not smart to release a beta demo to the public that the world can play before you release the game.. but yeah.
most will just need to wait till we release it (just like the origonal game)
Is there any reason I shouldn't buy SMB:F for PC? Are the controls unsuited for PC/gamepad? Is the resolution going to be small?
the game is just as fun on pc, i currently just use the keyboard to play it and dev for it. the rez is very high, its all vectors so it can fit any rez at any setting. also the pc version will look a bit better
SMB:F is a totally new touch based super meat boy game for Phones, Tablets and Steam made by Myself and Tommy Refenes.
Our goal with SMB:F is to design a new full length platformer for touch devices from the ground up to avoid tacking bad controls on an existing design. we want to make something that embodies the original Super Meat Boy but is designed around a simple yet intuitive control scheme allowing for pin point accuracy and surprisingly deep controls without the use of multiple buttons/analog sticks.
- SMB:F will release sometime next year for phones, tablets and steam. (possibly others but this is all we have set in stone right now)
- SMB:F will feature a full story, 6 chapters, and double the bosses the original game featured.
- SMB:F is not an endless runner, but will feature an endless mode with online high scores and daily runs.
- SMB:F will feature a full fledged dark world featuring dark warp zones, bosses, new playable indie game characters and more.
- SMB:F will feature a vast randomly generated level structure that ensures a totally new play experience with each death.
- SMB:F is only 2 months into development, but as you can see things are moving pretty fast.
- SMB:F is not a simple endless runner
- SMB:F will not use abusive $ tactics to drain your wallet and cheapen the game experience
- SMB:F is not a port of super meat boy
- SMB:F is not a one button game
- SMB:F is not exclusive to phones/touch screens
- Mewgenics is not canceled, we just put it on hold to work full time on this one. once SMB:F is released we will hop back on it.
- A Voyeur for September is not a new game, it was just a code name (and anagram) for Super Meat Boy Forever that tommy made up on the spot a day before pax needed a name for the game we were showing (he wanted it to be a surprise)
here are some screen shots and gifs!
For those of you at pax, be sure to check out the Team Meat booth (part of the indie mega booth) and go hands on with the game, you really need to play it to understand why we are so excited about this one.
it could easily be my best design to date, im loving all over this one.
remember when you said you doubted people would try to clone Mew genics? Not saying it's exactly the same thing or a clone, but some of the features for a game called 'Domestic Dog' sound eerily similar to mew genics.
well the basis for games like these have been around for ages, but mewgenics is very unique in how it plays what it does/says/is. but it will be a while before people see that :)
I was reading The Animators Survival Guide, when the author mentioned that he was told not to listen to music when animating. Do you think this is necessary? Do you think you animate better when in silence or with music?
i think that guys just an old grumpy man who doesnt like music. FUCK HIM! do whatever works for you.
in the co-op video you couldn't pick up the battery because you didn't have a "thing". I was wondering why since you could've picked up a "thing" later in the play through ?
the battery recharges an uncharged “thing”.. so you need a “thing” to pick it up. like how you cant pick up a heart when you are full. if yu dont have a “thing” or your “thing” is charged, you are full.
Question about the shop, you said it will upgrade as you give coins in donation, the thing is that I think you will upgrade it way to quickly, if you save some money on items and donate it instead you will quickly fill it up to 999 which I guess is max. Is it going to be different to my speculations?
its not at all as easy as you think to fill it to 999 and the donation machine has a change of jamming for the whole run as well.. it takes a long time t odo
With the last question, I think he means that the lump of coal powers up a tear the longer it's "existed", right? Since the Ludovico tear apparently "exists" forever, moving around, does that mean it can just endlessly power up? Also, how will tears and range affect Ludovico?
the actual idea behind the lump of coal was the further away from you the tear went the larger it would become, this is how it works now and how it effects ludo
I just watched 2 of your interviews and I have to say U are a true inspiration, esp. as a designer. 2 questions - would U ever consider using an engine such as Unity for prototyping and where online should I, as a coder/designer, look for visual artists for partnership? (I live in a smallish European country, hence the online part.)Thank you and I'm sorry about Guppy ):
yes, id use anything to prototype game maker is another easy to use tool to do stuff like this as well.
as far as artist im not sure, stuff has changed greatly since back when i started. but just look for a game dev community that you like/fit into and im sure you will make a few freinds who might be able to do the art.
your best option imo is to just design an abstract game that doesnt require good or any art in it and just do it yourself.