Alphas are alive...
I´ll share with you some info about the current state of the Alpha Metroids:
- Their behavior is very different from the original, since Samus can aim diagonally and you can see a larger portion of the level on the screen. Alphas charge at you at great speed.
- They can´t be damaged by frontal hits, you have to hit their core, this means you´ll have to avoid them and hit them from their back, or bottom.
- They are going to be more agressive as you progress. Later Alphas will take more damage to defeat, they´ll use a charge attack, and some will dodge incoming missiles.
- Alpha Metroids can´t be hit while stunned. You´ll make sure you aim every missile, instead of firing a barrage and depleting your supply in seconds.
- Super Missiles deal 2x damage to Metroids, instead of the normal 5x. Stun time is slightly longer, so if you want to keep attacking, you´ll have to time your shots differently.
- PowerBombs, ScrewAttack and SuperJump/Shinespark won´t have any effect on Metroids. There were cool ideas around about using any of these to temporarily paralize them, but they would be easily abused.
Right now I´m coding the intro sequences: Coming out of a Metroid shell, and normal encounter. The AI is quite challenging, I´m trying to minimize the possibility of cheap fight tactics to kill them. Battles are unpredictable so far.
I´ve read many cool comments suggesting cool abilities in the last post. Energy leeching grab attacks are planned for later evolutions, since Alphas have very small claws. Zetas and Omegas will be mainly walking, Zetas will be able to temporarily float, Omegas will jump.
I´ll mention this once more, just for the people who ask this every day:
NO SPACE PIRATES ON METROID 2, NO SPACE PIRATES HERE
This also means no Ridley. Sorry if you were excited about him.
It´s not that it wouldn´t be cool to make them part of the story, but I already have a lot of game to make, including pirates would make me take even longer to finish.
About the third area: Mining facilities is the best option I´ve read. Thank you all for your great ideas and thoughts.
It would make sense to gather minerals that deep into the planet, a processing plant could be a good part of those ruins too. I´ve been thinking of some mechanical puzzles, I even came up with a drill machine that, when activated, drills a path for you to collect an item. I have many ideas on paper right now, if you think of something cool, I´d love to hear it.
The idea of the Drilling machine for an Item sounds good.
If you're thinking about some mini-bosses, other than the Metroid, maybe you could have some AI controlled drilling machine as one.
Actually, that gives me a thought.
What if, when down in the Mine itself (those tall areas) as opposed to the Mining station above, you encounter a Metroid feeding off of a Drilling machine (can they do that...I'm not 100% sure...if needs be, you can make it a cyborg style machine). Because it's feeding, you can't harm it. So you have to work you're way into the Mining Station and deactivate the power for the Drill...facing the AI drilling machine on the way. Then, when you get back to the feeding Metroid, you get there just as it evolves from Alpha to Gamma.
Think about it...it might work. :-)
Think of how mindblowing it would be if you had to turn an item OFF in order to go far. I don't remeber if there's any ice area's in metroid two, but one such puzzle would be to turn the ice beam off so a heated beam would have the ability to melt ice. I'm sure there's lots of other ways you could go with this too.
In all the metroids, there's no profit to turn off items (except for bragging rights and a few tricks in super metroid). It would totally play with the players mind for at least a few seconds.
Good luck with the game!
and pulling a zero mission, and adding a extra storyline and area close to or after the queen battle.
area 3 you kill the drill mech/computer and its exploding
area 4 the weapons research facility
would be a good spot for a computer boss which would then explode
however i again say that having a exploding part in this game would be a mistake. (I'd still play cus i am addicted to Metroid games)
Oh and I have an idea for the 3rd ruins, some sort of plantation or something relating to vegetation and over the ages it died, so it ended up being a desert, which could be why the breeding area has plants, so i recommend using dead vegetation wasteland for the 3rd ruins. If you want to ask for anymore advice or anything like that, email me at Digger Thornburg@gmail.com
This is really neat! You can do all this with just gamemaker? I can't program, I always wanted to make my own platformer, so that's fascinating.
...killing a Metroid a... well.. "challenge" i mean....
I think the obvious thing to do would be to have a difficuty level in the game.
Easy - Super Missile would do x5 Damage, and Metroids would be slower.
Medium - Super Missile would do x3 Damage, and Metroids would be quick.
Hear - Super Missile would do x2 Damage, and Metroids would be fast.
There'd probabley be other changes too, but that's just an example...
(by the way, I'm totally in support for creative new minibosses. Nightmare in fusion was awesome because of the gravity inducing power. Maybe there can be a few special torizos that flip gravity, making you fight on the cieling? Or maybe on like in zero mission where if you hurt it, you hurt yourself? Anything different then just the usual missle spamming would be awesome)
oh, and about the whole super missle damage debate, I think it should be figured out looking at the missle to super missle ratio as lazure. If the Dr. decides to have three missles to every super missle, then the damage ratio should be 1:3
I see the Enemy's Metroid 2 Sprites Very COOL!!!
This is the link!!
i kno for a fact there is a mining zone with drill machines because ive seen them and vonr posted plans for the area on his old forum_ i just wonder if someone who was on his forum is who suggested the ideas here or just coincedence but it sounds exactly the same
im looking forward to all these projects i hope they get finished