Thread revival time!
So, after finishing Lyle I would like to concentrate on another stage. I don't like to start up new stuff when there're so many opened threads and ideas swarming around.
Since the beginning I wanted to see a scrolling stage in IB and recently played a lot of Rescue the Beagles, so one thing led to another and you know how the story goes on.
Anyway, I'll be whipping up a mockup screen, as soon as we clarify the following points:
Procedural Generation: Yes/No?In the original the levels are procedurally generated. The advantage is that it will be different and new situations arise everytime the stage is played, which can certainly be interesting.
On the other hand, a predesigned stage can be optimized a lot better and unpredictable wonky situations can be avoided, no to mention that it is less effort to implement.
If we go for procedural generation, we have to decide how far to take it. In RtB everything is generated: the geometry of the hills, the background art, like trees, grass and stones etc., the items coming up, eventual level hazards, up to things like level colors for the hills, the sky, etc. I'm pretty certain that implementing a generator that was used for a whole game just for one level would be quite overambitious.
Using a predesigned level means that it will loop forever, which might lead to a stale experience after a while. The only way to avoid this to a certain extent is to make the stage as long as possible and picking a random x starting position each time the stage is loaded.
Size matters!In RtB a lot of environment can be displayed at once because the player is quite small. In IB, however, the character sprites are about ten times larger. Therefore the landscape would need to be almost equaly scaled up, otherwise there will be giants running through a tiny landscape.
That also means that probably a higher resolution needs to be used - I'd suggest something around 600x450 (which has the same aspect ratio as 512x384).
Slopes and other technicalitiesI've read somewhere that the IB engine is capable of collisions on slopes, however afaik it has not been used in any stages before and it would be good to know if the sprite animations (which are designed to run on flat ground) look good walking down slopes and how much of an angle can be used before it starts looking awkward (because the characters will step into thin air).
Furthermore all hills basically must be continous jump through platforms.
Unique stage items and gameplayWe need to think about how we want to adapt the stage to IB in more detail. E.g. in the original, the player can't be pushed outside the screen, except if he gets stuck in a pit. If we apply this to IB, it would derivate from the other stages, but make sense when it comes to running forwards. A simple solution might be to stick with the current formular and kill the player when he's outside the screen to much on either side.
Unique objects would also be a nice touch, like owls or beagles flying respectively running past, either as some sort of usable item or with certain effects on the player upon collision, or just rushing through for the flavor.
There surely is even more to discuss about this stage, but I think for now it's enough material to start a little discussion.
Oh, any by the way, yes, the stage is called Amita Range.