7:53 going down to poison swamp is horrible the 1st time around. ... SPOILERS AHEAD .... Even though the way down is quite lineal, experienced players can use the Master Key to unlock a secondary way down bypassing the Lower Undead Burg and the Depths. You can even test your luck against Quelaag before the 1st bell. The same method can be used to reach Undead Parish from the back, bypassing the Undead Burg.
The master key really takes the connected levels of DS1 to another level. I actually picked it on my first playthrough without knowing what im doing and I got lost so many times. Fun times
Level design like this is always great! Anyway, i wanted to comment on your previous video about skill trees, but since i'm already here, why not? ahem... i am probably never going to include a skill tree in any of my games, because i have more interesting RPG mechanics i want to put into them, like in my current game i'm making, it's a metroidvania, and, i wanted the player to be able to make custom builds, but a skill tree wouldn't work, for the simple reason that it would be too complex for my mostly action game. like, sure, the skill tree would probably be an all killer no filler one, like the GoW one you showed, but because of the type of game it is, it would feel like it contributes nothing due to the fact that it would tached onto a game where it doesn't belong (at least in my eyes) but as said before, i still want the customizability to be able to make your character play mostly different from my character, and so instead, i'm using a paper mario styled system where you have a certain amount of "accessory points" that you can spend to equip a bunch of accessories that give you useful perks, ranging from as simple as "+1 melee damage", to other stuff such as "turns your pistol into a flamethrower", and this system is nice because, those accessories have to be found before use, so it also adds a collectable for me to sprinkle in every nook and cranny of the level design, it also helps that re-speccing is as simple as "going to the equipment screen in the pause menu and changing stuff around."
That sounds very cool, the collectible aspect of systems like that are very underrated imo. Like sometimes if I find an upgrade that's super hidden/hard to get I'll use it for a bit even if its not "optimal" just because I feel like I earned it lol
Check out my game Secrets of Shadows :)
store.steampowered.com/app/3111150/Secrets_of_Shadows
I never grow tired of watching videos about Dark Souls design. Good job!
7:53 going down to poison swamp is horrible the 1st time around.
... SPOILERS AHEAD ....
Even though the way down is quite lineal, experienced players can use the Master Key to unlock a secondary way down bypassing the Lower Undead Burg and the Depths. You can even test your luck against Quelaag before the 1st bell. The same method can be used to reach Undead Parish from the back, bypassing the Undead Burg.
The master key really takes the connected levels of DS1 to another level. I actually picked it on my first playthrough without knowing what im doing and I got lost so many times. Fun times
You have clearly contemplated the level design meticulously, kudos.
This game looks amazing! It's a shame the UI isn't ported to PC properly.
Level design like this is always great!
Anyway, i wanted to comment on your previous video about skill trees, but since i'm already here, why not? ahem...
i am probably never going to include a skill tree in any of my games, because i have more interesting RPG mechanics i want to put into them, like in my current game i'm making, it's a metroidvania, and, i wanted the player to be able to make custom builds, but a skill tree wouldn't work, for the simple reason that it would be too complex for my mostly action game.
like, sure, the skill tree would probably be an all killer no filler one, like the GoW one you showed, but because of the type of game it is, it would feel like it contributes nothing due to the fact that it would tached onto a game where it doesn't belong (at least in my eyes)
but as said before, i still want the customizability to be able to make your character play mostly different from my character, and so instead, i'm using a paper mario styled system where you have a certain amount of "accessory points" that you can spend to equip a bunch of accessories that give you useful perks, ranging from as simple as "+1 melee damage", to other stuff such as "turns your pistol into a flamethrower", and this system is nice because, those accessories have to be found before use, so it also adds a collectable for me to sprinkle in every nook and cranny of the level design, it also helps that re-speccing is as simple as "going to the equipment screen in the pause menu and changing stuff around."
That sounds very cool, the collectible aspect of systems like that are very underrated imo. Like sometimes if I find an upgrade that's super hidden/hard to get I'll use it for a bit even if its not "optimal" just because I feel like I earned it lol