XInput and Progress
When Joypad support was added to AM2R, I received a lot of suggestions on how to improve it. Most of them were regarding compatibility with XBox 360 joypads, how they are detected and how the trigger buttons aren't registered as buttons.
Furtunately, I was able to afford a wireless XBox 360 gamepad a couple of weeks ago, and I was able to add XInput support to the project, and properly test it. The gamepad is recognized in-game, and it has a dedicated button remapping screen on the options menu.
Now, this is the progress report I promised. This describes several aspects of each area, with different completion ratios. The reference I use is:
So, every aspect that has a score of 3 is ready (but has room for improvement). Depending on the relevance of the particular area or feature, a revision might still be needed.
Furtunately, I was able to afford a wireless XBox 360 gamepad a couple of weeks ago, and I was able to add XInput support to the project, and properly test it. The gamepad is recognized in-game, and it has a dedicated button remapping screen on the options menu.
Now, this is the progress report I promised. This describes several aspects of each area, with different completion ratios. The reference I use is:
0 | Non-Existant |
1 | Being Designed / Concept Sketch / Asset Pre-Production |
2 | Functional, WIP resources / Placeholder |
3 | Finished, working quality |
4 | Revision 1, great quality |
5 | Revision 2, excellent quality |
So, every aspect that has a score of 3 is ready (but has room for improvement). Depending on the relevance of the particular area or feature, a revision might still be needed.
LEVEL DESIGN | Room Layout | Tile Layout | BG | Scripts Items | Enemy Layout |
Area 0 - Main Tunnels | |||||
Surface - First Alpha | 4 | 4 | 5 | 3 | 3 |
Surface - Area 1 | 3 | 4 | 4 | 3 | 3 |
Area 1 - Area 2 | 3 | 4 | 4 | 3 | 3 |
Area 2 - Area 3 | 3 | 4 | 4 | 3 | 3 |
Area 3 - Area 3A | 3 | 3 | 3 | 2 | 3 |
Area 3A - Area 3B | 3 | 3 | 3 | 2 | 2 |
Area 3B - Area 4 | 3 | 3 | 3 | 2 | 2 |
Area 4 - Area 5 | 3 | 3 | 3 | 2 | 2 |
Area 5 - Omega Nest | 3 | 3 | 3 | 2 | 2 |
Omega Nest - Queen's Lair | 3 | 3 | 3 | 2 | 2 |
Queen's Lair - Surface | 3 | 4 | 3 | 2 | |
Area 1 - Golden Temple | |||||
Main Cave, corridors | 4 | 4 | 4 | 3 | 3 |
Temple | 3 | 3 | 3 | 4 | 3 |
Breeding Grounds | 4 | 4 | 3 | 3 | 3 |
Miniboss 1 | 3 | 3 | 3 | 3 | |
Area 2 - Hydro Station | |||||
Main Cave, corridors | 3 | 3 | 3 | 3 | 3 |
Main facility | 4 | 4 | 3 | 4 | 3 |
Breeding Grounds | 4 | 4 | 3 | 4 | 3 |
Miniboss 2 | 3 | 3 | 3 | 3 | |
Area 3 - Factory | |||||
Main Cave, corridors | 3 | 3 | 3 | 3 | 3 |
Factory | 3 | 3 | 3 | 2 | 3 |
Breeding Grounds | 4 | 4 | 3 | 3 | 3 |
Area 3 A | 3 | 3 | 3 | 2 | |
Area 3 B | 3 | 3 | 3 | 2 | |
Area 4 - Tower | |||||
Main Cave, side corridors | 3 | 2 | 2 | 2 | 2 |
Upper Floors | 3 | 3 | 3 | 3 | 3 |
Lower Floors | 3 | 3 | 2 | 2 | 3 |
Miniboss 3 | 3 | 3 | 3 | 1 | |
Area 5 - Flooded Temple | |||||
Main Cave, corridors | 3 | 2 | 2 | 2 | 2 |
Temple | 3 | 3 | 3 | 3 | 2 |
Sewers | 3 | 3 | 3 | 2 | 1 |
Miniboss 4 | 3 | 3 | 3 | 1 | |
Area 6 - Omega Nest | 3 | 3 | 3 | 3 | |
Area 7 - Queen's Lair | 3 | 3 | 3 | 3 | |
GAME FEATURES | Status | ||||
Game Engine | 5 | ||||
Menu System | 4 | ||||
Save System | 4 | ||||
Map Screen | 4 | ||||
Equipment Screen | 4 | ||||
Logbook Screen | 3 | ||||
Options Screen | 3 | ||||
Intro Sequence | 2 | ||||
End Credits | 2 | ||||
Extra Features | 1 | ||||
Localization Engine | 0 | ||||
Modding Engine | 0 | ||||
Character Customization | 1 | ||||
XBox360 Controller Support | 3 | ||||
Steam Community Compatibility (Steam Overlay) | 1 | ||||
Soundtrack Production | 2 |
As you can see, the game has most of the contents in a functional state. There's still many aspects that need that extra layer of polish that makes AM2R (at least what you play on the demo) a faithful Metroid experience. Level design wise, those are being tackled in order, this will allow for a future demo release with more quality contents.
Feel free to discuss or send your suggestions here or at the Forum.
Comments
We can wait as long as necessary, keep up the good work.
This is feeling more and more like a Nintendo/Metroid worthy project with every demo update! But I'm just curious, as I'm taking a different approach, why did you take the Zero Mission approach? I'm modeling everything I can after Super (Physics, sprites, atmosphere, color, etc), just because I liked that game a lot more than ZM. Why choose the Zero feeling?
But so far, it seems as you are getting quite close. looking forward to the release :D
there's going to be a tower underground -.o?......
squeee so close cant't wait hurry up <3.......
Quiero decirles que hace tiempo que estoy siguiendo su remake y que me alegra ver esta actualización!!!
Me jugué el Metroid confrontation y me fascinó asi que espero con ansias este... pero como siempre digo: demoren todo el tiempo que quieran con tal de que el juego quede lo mejor posible.
this area 5... hmmm I don't think there was an area 5 in the original.
interested to see this area 5 says I.
Please use this template regularly to show us how things progress. I really hope to see a 1.0 release soon, but it's good to see you've got so much already built.
10000000000000000000000/10 Score
I would be perfectly happy with solid 3's across the board, but I do like the "update it twice and then done" strategy. Everything doesn't need to be perfect, though I'm sure with you, it will be!
Now a quick aside...
@LBF197 . and those wanting to use a PS3 controller, check out: http://www.motioninjoy.com/
This baby lets you hook a PS3 controller into your computer via USB or even bluetooth and "emulate" an Xbox360 for Windows controller. No need to code for it. I use it all the time with my Steam enabled games.
B.T.W. don't worry about time. By the time Nintendo released another 2D Metroid game you would be able to create AM2R 3x over.
all the best.
terra
BTW, i cant wait till modding!