Pixel dimensions aren't all that useful unless you've already decided on a fixed resolution for display, which we haven't. Anyway, assuming we're going for the standard 800x600 or thereabouts, I think an average diameter of 100 pixels is far too small. As a comparison, Knytt Stories uses 24x24 sprites, and those have an absolute minimum of detail. So you're basically saying that if we use the smallest feasible character size, the average planet will only be a couple of times wider than the character, as depicted in the attached image (attached). In particular, note that there is very little room for features on the planetoid - if we used this size, every planet would have to be a near-perfect circle, with maybe a couple of small lumps, and the game would consist entirely of jumping between similar-looking tiny planets because there's no room to do much on a given planet. And God forbid if anyone wants a larger character.Zora_S_Kenneth wrote:So maybe planets that are at maximum 150 pixels in diameter and as an average about 100 but no smaller than 50 pixels will work just fine for both platformer and planetoids styles. This also adds quite a bit of variety, which as I see it, is a good thing. For one, a variety of sizes gives us an option of making different game-play environments, allowing us to sort of satisfy both sides (i.e. LV and matt).
I'd recommend that a large planet be about as wide as the screen is tall, so that we can see roughly half the planet at a time, and the smallest planet be approximately one-fifth or one-sixth that. This should leave room for three or so planets on the screen at a given time, allow us to make individual planets more interesting, and allow a larger and more detailed character if people are so inclined. It also decreases the probability of motion sickness.