🔥 Graphic Designer • ✨ Game Dev • 🐝 Wishlist Dewdrop Dynasty
Hey there! My name is Mark, but most people know me on the internet as Goodgis.
I’m a full-time Graphic Designer who makes video games and shares my adventures on RU-vid. I specialize in making cute, colorful games and am currently working on a Metroidvania called Dewdrop Dynasty.
I also run my own little game studio called Firith Studio. It's been my dream, ever since I was a kid, to hire my friends and make Firith Studio a full-time job. And it's crazy to think that every day I get a little bit closer to that goal.
I’m probably most known for games such as The Keeyp, Wizbirds Online, Blizzard Blowout 64, and of course Dewdrop Dynasty. Wishlist on Steam!
I think the best part of hollow knights map was being able to choose if you wanted to see your exactlocation in the map or not. If you did, it took up a charm notch (with the wayward wompass), but more experienced players didn't need the compass and so they could use it for something else.
pro tip from someone who plays a ton of games here and i also do modded stuff for Celeste... make your tiles not always even.. don't just have flat tiles everywhere.. it's like how we eat food.. you must have heard the saying "you eat with your eyes" if the food looks good we really wanna eat it... if the tiling looks good we want to keep playing.. it's a subconscious thing most new game devs don't pick up on this for their level design.. take a look at how the tiling was done for Celeste and you will see what i mean.. very dynamic looking and keeps my eyes subconsciously interested. only a few flat spots here and there. jagged tiles sticking out in random spots. and so on.. I wouldn't say to do it as much as they did in Celeste but a little bit of this type of thing goes a long way. i'm starting up my own game next year too. am just finishing up learning fmod and music composition now.. i have this on my wishlist already.. i love the gameplay in this looks fun
Camera can't move up with each jump :/ This is causing motion sickness very quickly. You need to ease it like in Hollow Knight. When the character is about to leave the room at the bottom of the screen - then kamera moves.
Here’s a proposal: you’re have to buy the minimap tokens, but once you’ve bought them, you are able to use them infinitely( or you buy a lot in bulk). That way, you still have to work to get the tokens, but it’s not so grindy once you’ve unlocked them.
How do you rotate pixel art smoothly. Have you made a video on it because I have been so confused with how to use pixel art in godot. I frequently run into issues with half pixels, distortion, etc.
What made HollowKnight’s maps so great for me specifically was that it was earned over time. You needed to work for all the convinces. This doesn’t need to be a payment but I don’t think I would like the map system in HollowKnight so much if in the early game with few geo I had to decide which markers or other convinces were worth the most.
I’ve (somehow) never played a metroidvania and dewdrop dynasty might be my first! But I also thought it would be a fun challenge to try making a metroidvania without ever playing one
Do any of the rooms change as you progress through the game? Metroidvanias have the feature of unlocking abilities to get to other parts of the map, but the best ones (such as Metroid Fusion) have rooms that change at certain story points :0
Amazing. I never really thought about how complex level building really is. It must take so much work just to plan it all out, before even touching the art!!
Seeing that the map system is one of the things from Hollow Knight that I like the *least* (I played that game in spite of its map system -- not because of it), I hope that you can create a more fun, engaging and intuitive map than Hollow Knight. My 2 cents. :)
Something in Metroid dread that I think you should do is: when a certain room has had everything in it found, some sort of way for the player to know. Since it can be daunting to search the whole map for what to do next. Or maybe at least mark when an entire area has been fully explored.
I believe parts of it were borrowed from the same Hollow Knight Concept but Prince of Persia: The Lost Crown has an absolutely fantastic minimap system that is really intuitive and easy to use. You may be able to draw some inspiration from there as well.
My biggest complaint with the visuals of the game has always been that they feel very... Flat? Uninteresting? It's hard to pin down why, as on paper I enjoy the simple, flat colors and low resolution artstyle, but I think the foreground objects, along with some more detailed backgrounds like showcased with the Lavafalls and other details, would go a LONG way into making the game feel less flat and boring to look at. It already looks good, don't get me wrong, but the showcase in the Cactidillo fight you showed off really clicked in my brain as what the game was missing. The game is looking great, and I can't wait to see more!