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Some of these early pieces were on the big side, or overly
specialized, and therefore not super flexible. Those steps, for example, were
made for a certain place in 2-1, and didn't really fit anywhere else.
Some wall and corner pieces.
Since it would be kind of boring to see nothing but grass and rocks, I
drew some flowers. (By the way, at this point the prototype character sprites
were getting replaced by Edmund
McMillen's designs. These, too, have been replaced for the final
game.)
And a door for coming and going. And a ladder, although we didn't
stick with this design.
And a tree. I had this idea to make the tree really useful with these
Swiss Army Knife-like appendages. The extensions were separate pieces, so they
were all optional. As it turned out, there wasn't much use for them at all! The
tree is still in the game, but without the branches.

Click image for full size.
Here you can see how those pieces fit together into a level layout.
This is still just a Photoshop mockup, though. The grass, rocks and flowers are
in a foreground layer, and I was painting the vista in a background layer. It
was important to work with the foreground right there, to ensure all parts
would relate properly, just like different elements of a painting.
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I look forward to such articles in the future.
Good Article, great principles.
Ensuring aesthetics do not dominate the player's perception of the world, highlights the game design philosophy.
Would love to play this one.
A.
What language did you program the game in. I know XNA Creators Club really focuses on C#, but does XBLA allow C++?
Thanks.
If there were screenshots of, for instance, one of the spike floors in the game, that would probably be a different collision type again (so that the engine knows that when you collide with it, you're supposed to die).
The more you know!
XBLA to some extent is language agnostic. Most of the games up there are C/C++ but there is one game in C# (Schizoid).
Xbox Live Community games, on the other hand, must be built with XNA Game Studio and written in C#.