I think I expressed some things I didn't like ST2 on this forum before. Actually, these points could probably apply ST1, as well. Basically, the overuse of some objects, and lack of mechanical identity between the two games. Not that I'm bashing the games — they have a unique feel and I've spent oh so much of my time playing them — but just bringing to light some things I feel that could be improved. Patch suggestions, if you will.
Regarding object overuse: many objects in the two games are just variations on another object. The brown and blue transmuters, in ST1, are very similar, with maybe two or three object transformation differences. Yet, despite the similarities, it feels awkward not having both present in ST2. Likewise, having too many copies of an object feels awkward as well. The wires are very cool in ST2, but they take up what, a full 10 object slots? Another example is that for each monster object, you have 4 choices of it in the editor, those being up, down, left, or right. Is your game code flexible enough so that instead of this, you place the creature in the editor, and the user can specify which direction it will move in?
Regarding mechanical identity: some of the objects in ST2 are more or less the same as those in ST1 (Ice Block and the three Key Blocks for example). Another example are the new teleporters. They seem to be a merger of the teleporters and duplicators from ST1. However, the fundamental difference between them, is that it is very hard to automatically duplicate an object that needs to be pushed, which is an unfortunate loss in functionality. In essence,
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[Last edited by Danjen02 at 11-17-2008 07:38 PM]