Thanks for the quick reply. As mentioned, super excited to mess around with VGM, so seeing you already thinking about future enhancements is great.
Much of the interactivity in the game is done with objects called "Gizmos". They're special interaction rules that you place on the map. For the Adventure genre we have the Gateway Gizmo, which will link two level maps together via the side of the current room.
This works perfect now for a TopDown game, but to get it Sidescroller-compatable (for a Metroidvania style game) we'd need a few more camera options to get it feeling right. But yeah, 100% on our radar
Yes, this sounds near of perfect. Even if the scene transition using a Gateway Gizmo isn't "Scroll the camera right/left to the new scene" akin to a Metroid, even a fadeout/fade in gets you 99% of the way there in a platformer.
Although I suppose if you allow for maps that are big enough, you could get to Castlevania 2 style where the main map is moderately huge with no transitions, but then each "Dungeon" area or shop has a distinct transition to a smaller map.
(Simon's Quest overworld map: https://nesmaps.com/maps/Castlevania2/Castlevania2CompleteMapB.png)
Or maybe if the transition is fast enough (no fade out, almost instant cut), you could make it work by stringing together a bunch of maps and having the "Town" areas just be where the outside area stops scrolling, then you cut to the town area as you pass the threshhold?
Obviously, you may already have all of this or are already planning on other items like you mentioned above, so I don't want to bog you down too much with stuff while you're working hard to get the alpha ready.
There's a rule in VGM right now called "Numeric Damage" that reveals the numbers behind attacks, giving it a very Secret of Mana/Illusion of Gaia Action RPG feel. I think we'd need an Equipment system to really make it work, but this is anyother one that is pretty close.
Yeah, an equipment system is really useful for any genre, and could easily be used for powerups and such in genres you already have?
(e.g. You could use an equipment system for Gradius for the powerups, basically. Or in a platformer, your equipment system lets you store extra powerups you get in the world map, like Super Mario Brothers 3, or Super Mario 3D World, etc. Equipment is mandatory for Metroid style games just from a weapon select perspective, I think? Definitely required for Mega Man style games.)
That said, the inverse could also be true, if you just have a pure power-up style system currently, that might be easily adapted into an equipment system depending on how it lets you tweak it?
Also, to clarify/avoid hurt feelings from anyone: I listed scrolling shooter as least desired genre because I have no good ideas around one and it is lowest on my personal priority list.
I'm excited to see and play what others make out of it, and will be happy to poke around in it as far as testing.