Do you prefer your 3d platformers to have a HUB world?
Do you prefer your 3d platformers to have a HUB world?
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So now that the dust has been settled after being kicked up again, what did DK64 do right?
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as long as it's good, like Sunshine's and DK64, yes
Mario 64 overworld a shit, fight me
graphics, music, level layouts in general, the actual issues with DK64 are the shit minigames designed to prolong playtime (beaver bother, thoes overhead "stealth" sections, etc, the only good minigames are the platforming ones, ironically all of the ones in the last area, and MAYBE the DK barrel ones) and the placement of items making you have to come back to areas 3, 4, even 5 times at times with different characters
Is the DK rap or Yooka-Laylee rap better?
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It's just the backtracking in general. As if coming back with each Kong wasn't enough, Fungi Forest had you switch the level from day to night for another 5 laps around the level before you 100%ed the level (AFTER factoring in the rabbit race needs Lanky's barrel which you don't get until the next level)
To add a criticism, I think DK64 could've benefited from a higher view distance too. But I assume that was probably due to the N64's limitations.
This. The amount of padding was unacceptable. Some of the minigames for bananas were level-specific and fine, like racing that fucking beetle, doing mini-missions inside mushrooms, canon-firing DK, etc.
But putting barrels everywhere with generic time-trials and shitty minigames ruined the point of a proper 'LEVEL' to begin with, since it was a generic copy-paste portal to a corner somewhere that didn't take advantage of the theme or layout or individuality of the level itself. On top of that, mandatory backtracking makes what should be charming levels a fucking chore, since you essentially have to completely run through them five times each for all the goodies. Or even worse, run through it will all 5 Kongs, realize you don't have an upgrade you need, come back and run it another 5 times when you've got super-awesome-homing-missiles upgraded.
backtracking isn't inherently bad, but when you have to do the exact same path in a game where enemies are mostly trivial to get to 5 bannanas, then move back to the barrel then it's retarded
however, going through a path with a kong, unlocking a teleport pad and going there with another kong to get a bannana was fine in my opinion, specially because it was not overused
I completely agree, I'm fine with some minigames like the car racing and slide racing ones
homing ammo was a mistake
>mecha zinger flying next to switch
>shoot at switch
>homing ammo flies to zinger
>they are invincible to ammo
I don't know if it's from reading your comment but I just realized collectathons are just a hub world holding more hub worlds.
the kongs didn't control differently enough to warrent extra characters. the only difference is the literal different switches they hit and the different powerups they have.
In addition,
>Chunky's strong punch was absolute dogshit
>Diddy's Spring Jump and Lanky's Balloon moves covered the same kind of ground, making them redundant to each other
>furthering the redundancy, Diddy could fly with his barrell
I know the Kong's movement differs very slightly, but it's again not enough combining that with their basic moves.
>beaver bother
I can't wait for Switch VC so I can get DK64.
Never got a Wii U but at least it being available on the Wii U VC is good news that once the VC for the switch launches it will be on it.
My ideal hub is a really comfy place like a house or a little beach or starter village or something where every so often you unlock something new or something else happens due to your progress in the game.
>where every so often you unlock something new or something else happens due to your progress in the game.
Isn't that standard? Or you mean something impactful to the environment of the hub?
I mean, some games have hubs that just stay how they are.
I meant like, collecting new npcs or other things, I don't know.
Would DK64 have been better if you could just switch kongs whenever you felt like it? Like at the press of a button instead of from that time consuming barrel screen?
Yes, but the appeal of regular banana collecting would be even more moot, so you'd probably be ebtter off having each Kong able to collect everything and keep the tag barrels.
Why not ditch the color coded regular bananas and keep the kong coded gold bananas, using a kong switch button press?
How are golden bananas color coded?
I want a 3D platformer that is all hub world.
I don't see anything wrong with that, but I fear this is just making a new game entirely. Perhaps the premise of DK64 is inherently flawed?
I thought of this music right as I saw OP's picture. Thanks for posting it, user
Kong coded, as in only certain kongs can get certain gold bananas.
It has its problems for sure, but we're also looking at it now from years of gaming improvements. At release I don't remember much complaints about it outside of having tooooo much to do.
I just experienced a glitch. In Creepy Castle, there's a banana where Lanky must go inside the castle and open a crypt. This is the banana here.
youtu.be
Now notice Lanky's momentum is conserved at the moment he collects the banana. At the time I did it, I was swinging upward. This caused Lanky to float up in his collection animation. Once he stopped, he snapped back on the vine.