Gonna ramble a bit about scope.
Now that the game features and editors have reached a certain level of maturity I find myself in a bit of a content creation maelstrom. This is one of my fave times in a project really, as every day sees huge progress.
To give you an idea of the planned amount of content I will share our general area overview with a handy
image:
Its a semi-linear metroidvania aproach. You arrive at a start level (Hangar) learn to control the character and certain mechanics, while traversing and learning about the world. (gardens, Hub, Crew Quarters, and then back to gardens) and then you get faced with ever expanding access through a teleporter hub. (Player Base)
From then on it will be a matter of discovering upgrades, abilities, powerups, and learning about AI mechanics, which will unlock new area, and sub areas within sub areas. I.E finding the Jetpack in Biodome 2, or in the hanging gardens will give you access to dozens of areas you could not reach before.
Here is an
image:of the start level, without art:
(the player sprite can be seen, tiny, bottom left next to the (1)
This is not the biggest level by far, and certainly not the most complex in gameplay terms..
Here are some
sub rooms.
As you can see it gets pretty complex with camera areas, triggers, pickups, ai areas, teleporters etc etc...
Now the trick isnt so much the amount of content, although it's a lot, its more about making sure it all unfolds nicely, in a way that is fun to explore, and encourages exploration. The more you explore the more access you get. I've opted for escalating freedom, so you still get loads of exploration fun, but it is a bit more guided at the start of the game. It completely opens up about half way through though.
Furthermore, because of the complex network of access routes, its easy to get confused. (hence fun diagrams and spreadsheets)
Getting there though :-)