5/3/2023 0 Comments King exit replayWe knew we wanted stages to have alternate routes that opened up new paths on the map. We pondered how to build a map that felt like something that contained as much excitement and character as the games that inspired us. Then, we’d create more, shorter stages, with multiple exits! This new possibility positioned the world map itself as a bigger part of the game’s experience. We thought we might lean more heavily into the Mario inspiration, where players wouldn’t need to clear every stage. After all, King Knight’s the grandest character in Shovel Knight’s Order of No Quarter, so his adventure should feel like an appropriately epic journey! We thought, “Let’s try to make a map where path choices are something you really care about.” We weren’t entirely sure what that meant in any detail. With King of Cards, we thought it’d be fun to try going in the opposite direction with traversing the world. This layout helped Specter’s quest feel more like a serious mission and less like an epic saga, and logically enhanced the tone and themes of the game. We’d save the experiential depth for Specter Knight’s home base. For our next game, Shovel Knight: Specter of Torment, we wanted to try the pure Mega Man route: 8 stages you could select on a menu, no questions asked! This map style would offer a more direct and focused experience than Shovel Knight.
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