Alright. This thread concerns my game, and it's basically me throwing ideas around and eventually posting my builds here.
Tigsource is way too crowded and I don't want THAT attention for my game until the halfway to completion point (Which is why my only devlog will be on these forums, mainly because I also feel as if I can get more trustworthy, personal opinions to my work here, not on a website geared towards thousands of developers without a unified toolset, or even platform goal.)
For now, I'd like to start this thread with questions.
Most of my concepts are from the greatest platforming non-linear 2D sidescroller of all time (To not be close minded if you know of anything better, I'd love to try it) Castlevania Symphony of the Night (If you haven't played it, it's a fairly long game, so unless you have the time, don't plan on beating it in an afternoon, but if you don't have enough time, I'd say the closest thing to it was Vincent's amazing Legacy of Kain SGDK2 game, which not only plays like it, but shares graphics with it.) I believe that SotN was a great game, but the concepts that it was developed on (Non-Linearity) but I think it it didn't go far enough. It's a great concept, but it can be taken even further with the addition of RPG elements from popular MMORPG games, such as a tasks/quest system, a clan system, and a system that incorporates vivid NPC interactions. )
Alright. So for the game I allow there to be 2 options. Host and Join. Each boasts 2 gameplay modes. Story Mode, and Custom Mode.
Story Mode has advantages:
More Bosses
Longer Storyline
Different abilities and weapons able to be found.
More tasks.
More Map Accessibility
At the current moment the protagonist of Story Mode has voice sound effects, which can be heard when jumping, taking damage, etc.
Story Mode also has Disadvantages
No leveling (Meaning you only gain strength from equipping strong weapons, and defeating bosses. This removes the need of grinding.
http://en.wikipedia.org/wiki/Grinding_(video_gaming))
Inability to posses clothing items
Certain abilities aren't obtainable.
Static character- meaning that the clothes and appearance of the character is constant.
No replay value (I'm planning on making the file "lock" itself so that the player can't continue to play after the game has completed itself)
Custom Mode has advantages:
Leveling System: Basic RPG EXP leveling system.
Creating your own character to your tastes.
Specialized skills.
Ability to wear clothing and armor items.
Replay Value (Ability to continue gameplay after the game has finished)
Custom Mode has disadvantages:
Less tasks
Less Map Accessibility.
Certain abilities aren't available.
Silent Character: No sound effects for your character. You posses a silent character.
There's reasoning for all of this. I wanted Story Mode to focus on the story- NOT RPG elements such as defeating hundreds of the same enemies to become stronger. This is contrary to any metroidvania- but the best way to describe it would be Richter Mode of Castlevania Symphony of the Night. You gain strength boosts from defeating bosses, or equipping stronger weapons, but not minor enemies.
I don't have the time to record sound effects for all possible custom character creations, as I'm still wondering how I'll do effects just for the storyline.
Some portions of the game and items drive the main story along, which is why I only allow them to be accessible in story mode.
Another idea I'm thinking about is for quests in the game that require you to reach a certain location.
I want to add one of the "GO GO" arrows that points in the direction that you have to travel to complete a job. It's retro, but I figure that it should work out nice in a metroidvania. I want them to be AS ANNOYING as POSSIBLE. GoGo arrows have always been a favorite of mine in beatem ups. I hope they become just as useful in a metroidvania.
http://www.giantbomb.com/go-arrow/92-3391/Yet another question I had.
I'm positioning the camera so that the player sees the majority of what's ahead of them. Similar to real life, (Where you only see what's ahead of you) I figure that this might add to the suspense of certain areas (I have it now so there's an area where you enter and hear a loud sound behind you)
I want to add a feature that lets the player see behind them as they run, (For example, pressing left while running right would allow them to run in the right direction but the camera should slow down to show what was behind them.) I think I could just record what input was being pressed first, and then go from there.
This wouldn't be annoying, would it?
Does this seem logical? Are there any other ideas you see for each?
(By the way I composed 2 tracks, I'm learning how to compose tracks on the side and I'm progressing away from MIDI tracks, they're pretty decent quality OGG files.)
EDITNeed to add- say, the AudioVideo plugin that played videos in the DirectX SGDK2, would that work in this version? I was thinking of doing something like AVI to OpenGL Texture, but it's terribly challenging to do (Remember I'm not great with OpenGL

and I'm sure there's a better way)