The Super Meat Boy Forever trailer launched today with news of it's upcoming launch in 2018 on PC, Xbox One, PS4, Nintendo Switch, iOS and Android. This looks to be a good movement for the game and some aspects of it are refined somewhat such as the controls moving to two buttons.
"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."
It's also made of dynamically constructed levels much like Diablo III taking pre-constructed segments and moving them around to make multiple playthroughs different.
"“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”."
Looks like this Meat Boy will work out just as well on PC as it will on Phones and Consoles and if it's anything like I saw at PAX in 2014 it should be great. Tommy will be at PAX this year showing the game off so I imagine we will hear much more about how the game plays then!
http://www.supermeatboy.com/
"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."
It's also made of dynamically constructed levels much like Diablo III taking pre-constructed segments and moving them around to make multiple playthroughs different.
"“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”."
Looks like this Meat Boy will work out just as well on PC as it will on Phones and Consoles and if it's anything like I saw at PAX in 2014 it should be great. Tommy will be at PAX this year showing the game off so I imagine we will hear much more about how the game plays then!
http://www.supermeatboy.com/
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Wow, what a great trailer. I'm looking forward to this. I've been surprised for a while that there wasn't a Super Meat Boy endless runner.
This will fill that void. Also I think people just want another Meat Boy too. The original is so great, this has a lot to live up to.
They did something hard to pull off (for me). They made an insanely hard game that isn't frustrating. I mean it is, a bit, but for the level of difficulty it's very low on the frustration meter. I'm hoping for the same with this one.
Agreed.