I have been asked by several people how I choose the base mechanics for my games. The answer isn’t simple, nor is it always the same. However, in this case I was asked how I chose the game mechanics for SUPER III by our friend Christian from of Indie Game Enthusiast.
He has recently started a popular thread called, TIGForum DevLog Showcase and in that thread you can see my answers to his questions as well as a bunch of information about a ton of other impressive DevLogs.
Excerpt from TIGForumDevLog thread:
Zack Bell on deciding the core mechanics for SUPER III:
“For starters, the teleportation mechanic was something that I have had lying around for quite some time. Awhile back, I had met Tommy Refenes of Team Meat and decided to replicate the controls seen in Super Meat Boy. I got the controls feeling tight and was fiddling with several different maneuvers to be used as a double-jump replacement. One of the many was a dash that was very similar to what you may have seen in FROG SORD. Another was the teleport that you now see in SUPER III.
I prototyped SUPER III for the IndiE3 Game Jam quite quickly. The level design was similar to Mario or Megaman titles. They were basically open, horizontal levels that left a lot of room for players to do as they please. However, limiting teleport distance was something that I wanted to avoid and long-distance teleporting left me with some jarring camera issues. To combat this, I made the levels more vertical and limited them to be a single screen wide. The screen-wrap was added to bring back some of the freedom and movement options that I lost by restricting the level size.”
Other games featured in the same thread include upcoming titles, Return of the Obra Dinn and Heart Forth, Alicia.
Anyway, I thought it would be nice to support someone who has been supporting me since the early days of FROG SORD development, as well as point out a few other games that are looking amazing!
Stay tuned for more SUPER III news!