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Archive for the ‘LovelyPlanet’ Category

Super Lovely Planet – Playing a Level

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Much like the controls we discussed in the last post, Super Lovely Planet doesn’t over complicate things with all the mechanics complementing the core platforming experience. Every level is a linear get to the exit challenge. It has a start point and an end point with traps and enemies conspiring to push you back. Much […]

Super Lovely Planet – The Controls and Platforming

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In its platforming, Super Lovely Planet is more Castlevania than Mario. If there was one thing unique about this game that sets it apart from other games in the same genre, it’s that it takes inspiration from the kind of 80’s 2D platformer that got mixed reviews on its controls. Think Ghouls ‘n’ Goblins and […]

Super Lovely Planet – World and Progression System

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Ever since I started working on this game, most of my efforts were focused on the world and progression system. It was the one aspect that I saw being revised more often than anything else in the entire game during development. In the last post I talked about an inflection point where this aspect of […]

Super Lovely Planet – An Introduction

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Not too long ago, before it was given its new alias, Super Lovely Planet was known in some circles as Lovely Planet Adventure. The word “Adventure” was suitable for the experience I was trying to deliver at the time. A lot of things changed and playtesting showed the adventure aspect of the game was the […]

A Story Behind Every Jump

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I was pleasantly surprised to find that Super Mario 64 had found itself a cult following that remains strong to this day. It has its merits given it was the first of its kind, but for plenty of reasons, it never saw the success of its predecessors. Nintendo went back to take another crack at […]

Super Lovely Planet

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I’m working on a 3D precision platformer. It’s called Super Lovely Planet. Webpage is live at quicktequila.com/superlovelyplanet Right now there’s only a couple of screenshots so we can see what the game looks like. It’s quite early in development, but I’m confident the visual style won’t change too much. There’s no video just yet. In […]

On 3D Platformers

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I was enjoying games on PC while the 3D platformer was in its prime. Nintendo never made it to this part of the world and the genre didn’t established itself on PC so my experience with the kind of game is severely limited. Surveying from a distance I feel that outside of the Mario games, […]

Lovely Planet – A Curious Case of Sequelitis

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Lovely Planet worked in mysterious ways, often in ways I myself could not foresee. Dedicated players reduced seemingly linear levels into a short sequence of carefully adjusted jumps cutting across impossible gaps while collecting points from shooting friendlies. Walls could be jumped over, bomb triggers were easily avoidable and enemies could be taken in more […]

Lovely Planet – This Time it’s Personal

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While Lovely Planet is finding its way to consoles and my accountant is busy talking gibberish over the phone, I’ve been toying with multiple prototypes looking for something interesting to work on. With a whole list of ideas waiting to be realized in software form it’s easy to get distracted with what looks like the […]

Lovely Planet – Postmortem

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VisualsThe first thing that most players would point out after booting up the game is its wacky graphics style. Most games I’ve worked on have had simple and minimal art simply because there’s never been an artist around. After a few days of experimenting with low-poly models in a flat-shaded and untextured game world, I […]