Author Topic: Super Meat Boy Forever  (Read 88 times)

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Offline zerosum

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Super Meat Boy Forever
« on: August 31, 2017, 12:11:42 PM »

Via the Official Site:

Is This a Sequel?
Yes. This is Super Meat Boy 2, but with a less boring name than “Super Meat Boy 2”.

What’s Different?
Let’s start with what’s the same: Dr. Fetus is still a jerk, gameplay is super challenging but fair, there are tight controls and great levels and you will die...a lot.
Now what’s different: Meat Boy and Bandage Girl have a little baby named Nugget (awww). Dr Fetus has kidnapped Nugget, forcing Meat Boy and Bandage Girl to rescue her. Levels are dynamically constructed based on difficulty. Each time you beat a level, it reconstructs into a harder version of itself (up to a point...we aren’t gods). Meat Boy and Bandage Girl are no longer defenseless, they can punch and kick their enemies. And, the biggest difference, the controls controls are now two buttons, you have a jump, a jump attack, a dive, and a slide.

Two Buttons? That Sounds Dumb!
Here’s the thing: shut up. Two buttons doesn’t mean less control, it means we designed levels to use two buttons. You can get a surprising amount of movement and precision by designing levels that complement your controls. Super Meat Boy felt great because there was a marriage of level design and controls, Super Meat Boy Forever is no different.

Is This an Auto-Runner?
To describe Super Meat Boy Forever as an auto-runner would be a disservice. It’s like saying that Zelda: Breath of the Wild is a game about a swordsman. Meat Boy / Bandage Girl do always run, but there is so much more to the game than running. They can attack enemies, they can dash through the air, there are tons of levels, there are bosses, there are secrets, and there is a surprising amount of difficulty that doesn’t feel unfair. It’s everything you would expect a Super Meat Boy sequel to be. Super Meat Boy Forever is a Super Meat Boy game that you can play anywhere on pretty much any device that’s powerful enough to run it!

What is Dynamically Constructed? Why Not Say Procedurally Generated?
“Procedurally generated” is an overused term that applies to a wide range of things. While the levels are randomly generated, they aren’t truly random and their creation is heavily based on criteria we’ve designed and tested. Each level consists of hundreds of carefully designed “chunks” that are placed together to create a level. Chunks are selected randomly from pools that are categorized by difficulty by us. Each time you beat a level, an increased difficulty criteria is used to generate the harder version of that level. Also, levels need to have a certain cadence to them so they don’t feel like just random stuff thrown at you. We’ve worked on a system that allows us to give a criteria of difficulty and pacing that makes the levels randomly, but still within the confines of what we want the levels to be presented as. Oh and also, it sounds way cooler than “procedurally generated”.

iOS and Android? Gross. Is This a Terrible Mobile Game?
No. It’s a console game that’s being brought to mobile...not the other way around. In fact, at the time of this writing we don’t even have the start of a mobile build of the game. We’ll get there, but we’re focused on making this game amazing and then we’ll worry about bringing it to iOS/Android. The best part is we know the game will work the same as it does on PC/Consoles because we have Windows tablets that we playtest it on when we aren’t testing on PC, Xbox One, PS4, and Switch. The game is two buttons so you just hit one side of the screen or the other, we don’t have to try to convert complicated controls over to a mobile platform. The only hurdle in bringing it to mobile will be making sure the graphic fidelity is the same or really close to what you’re going to get on PC, Xbox One, PS4, and Nintendo Switch. That’s going to be a challenge, but we won’t downgrade the PC/Console versions to make the mobile version...we’ll bring the mobile version up to the level of the PC/Console versions.

When Is It Coming Out?
We hope to have it in your hands before Summer of 2018. We don’t have a schedule on which platforms will be first, but it’s a safe bet to assume it will be PC/Consoles first and mobile shortly thereafter. We want to get it into as many people’s hands as possible without killing ourselves.

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[Official Website]


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