Progress Report
I´ve been very busy this month, and I couldn´t make as much progress as I wanted.
Most of my free time was spent expanding the industrial complex part of area 3, it was too short. Now it´s double the original size, changes the location of a Metroid fight, and there´s a place to get Super Missiles.
There are a couple of unique features that take some time to implement and tweak, so overall the rough map of the complex is done.
As for the entire project...
Game Engine
Physics, states, behaviours - 98% (some tweaking left)
Abilities - 98%
Powerup System - 100%
Weapons - 98%
Enemies - 40%
Map System - 95%
HUD - 100%
Level Design - 50%
Sound FX - 60%
Music - 20%
Metroids
Alpha - 90%
Gamma - 10%
System
Menus - 50%
Save System -10%
Game Management, cutscenes, etc. - 20%
External Resource Management - 70%
OVERALL PROGRESS - 60%
COMPLETED FEATURES
Samus
- Basic states (run, jump, spinjump)
- Morph ball
- Jump Ball
- Spider Ball
- Screw Attack
- Space Jump
- Speed Booster
- Super Jump (normal and ball form)
- ShineSpark
- Power Grip
- Wall Jump
- Hi Jump
- Power Suit
- Varia Suit
- Gravity Suit
- Combinable Beam Effects
Weapons
- Power Beam
- Bombs
- Missiles
- Super Missiles
- Ice Beam
- Plasma Beam
- Spazer Beam
- Wave Beam
Well, it´s quite obvious that it won´t be finished this year. I´m sorry, real life is eating my time these months, specially near the end of the year.
The most notable change these months compared to the last report (8 months ago), was the level design. Basically in that time I did area 2, revamped it, done area 3 and expanded it, and that´s without counting the new demo, that alone took about a month to complete.
Right now I´m about to start area 4, I´m trying to figure out a bigger layout that keeps the original idea.
Anyway, since customers tend to dissapear on summer, I´ll have a lot of free time in my hands for the project next month.
Most of my free time was spent expanding the industrial complex part of area 3, it was too short. Now it´s double the original size, changes the location of a Metroid fight, and there´s a place to get Super Missiles.
There are a couple of unique features that take some time to implement and tweak, so overall the rough map of the complex is done.
As for the entire project...
Game Engine
Physics, states, behaviours - 98% (some tweaking left)
Abilities - 98%
Powerup System - 100%
Weapons - 98%
Enemies - 40%
Map System - 95%
HUD - 100%
Level Design - 50%
Sound FX - 60%
Music - 20%
Metroids
Alpha - 90%
Gamma - 10%
System
Menus - 50%
Save System -10%
Game Management, cutscenes, etc. - 20%
External Resource Management - 70%
OVERALL PROGRESS - 60%
COMPLETED FEATURES
Samus
- Basic states (run, jump, spinjump)
- Morph ball
- Jump Ball
- Spider Ball
- Screw Attack
- Space Jump
- Speed Booster
- Super Jump (normal and ball form)
- ShineSpark
- Power Grip
- Wall Jump
- Hi Jump
- Power Suit
- Varia Suit
- Gravity Suit
- Combinable Beam Effects
Weapons
- Power Beam
- Bombs
- Missiles
- Super Missiles
- Ice Beam
- Plasma Beam
- Spazer Beam
- Wave Beam
Well, it´s quite obvious that it won´t be finished this year. I´m sorry, real life is eating my time these months, specially near the end of the year.
The most notable change these months compared to the last report (8 months ago), was the level design. Basically in that time I did area 2, revamped it, done area 3 and expanded it, and that´s without counting the new demo, that alone took about a month to complete.
Right now I´m about to start area 4, I´m trying to figure out a bigger layout that keeps the original idea.
Anyway, since customers tend to dissapear on summer, I´ll have a lot of free time in my hands for the project next month.
Comments
I gotta go back and replay the original.
I'm surprised you don't have the wave beam on your list of beams you can get.
Edited.
I hope you remember the few things i've suggested before from the demo.
1. get rid of blue gradient font and go with normal white
2. reduce the hight and speed of high jump boots
3. allow short hopping for the jump ball
I find that this can be a game that will bring the metroid community back up. it has that fresh, Nintendo feel to it, and that is the feeling everyone likes tho think about! as long as the project is hanging in there, we'll be waiting!
Take you time maaaaan ;)
Von Ritcher should learn from you. His blog has only been updated twice.
Keep up the good work amigo.
thank u so much for making this cool remake. cant wait to play it ;)
keep up the very good work!!!
greez marcus
Cool to see how progress is comming along all broken down into sections!
Keep up the good work.
I love hearing about progress on something as awesome as this. I hung around a lot when Mother 3's fan translation was in the works. I kinda miss those days.
One thing I'll be glad about is no more in-game "compasses", the Chozo statues that pointed you toward the next powerup. I like my exploration unguided, like the original NES Metroid.
...isn't the Charge Beam going to be in this?
What I am saying is, why do you get a weaker version of a weapon last?
You people and your crazy southern hemisphere ;P
Nice to get a clear idea of where you are. I was hoping for a release this year, but as long as you keep us in touch with progress... I'll gladly be patient.
Keep up the good work! I'm so looking forward to this game :D
Oh dear. Show some originality.
Looks like someone is mad that they cant program a game close to the quality of this game. Grow up lil boy.
HOW DARE YOU SAY THAT ABOUT THIS GAME!
The doc is using his free time to create a exact remake for the game and you are saying that he should give up on the whole project.That is just wrong,very,very wrong...Grow up mate.
Those who comment on the negative post waste time and comment space and are doing exactly what that anonymous person wanted, for you to get upset over a quickly and detail lacking instigation.
The best thing to do is either directly counteract the person's legitimate comments or ignore the response completely if there are none.
(by the way, that was in response to other people's reactions to the negative comment, not the negative comment itself)
As for the use of ripped graphics, Can you imagine how bad a metroid 2 remake would look if the Doc used a Megaman sprite edit for Samus?! :-P
To be honest, I can't imagine trying to design all the sprites for a 16bit or greater game without ripping or editing sprites (or using photo edits) and still have a high quality looking game.
You know.... a megaman sprited based metroid doesn't sound so bad lol
It might seem pretty funny to be honest.
One area I really want to explore again is the area with those long vertical passages. I wonder what its theme will sound like in the remake.
when we are landing on planet surface there is morning, and when we are after metroids execution returning to ship there will be night huh?
( sorry for my english ;) )
I want to know when it will ready the new remake of Metroid to avoid having to go often to your blog to know if the game is ready to download.
LLevo siguiendote desde que lanzaste las primeras imagenes de la primera demo y me gustaría preguntarte si en la versión final le añadirás inventario como el del metroid zero mission o lo dejarás igual al de como era el orginal de game boy. La verdad le quedaría muy bien un inventario para ver los power ups recogidos y se pudiera interactuar en ellos como en super metroid.
Un saludo
Keep up the good work!