Zetas are alive! (almost)
Hyruleswordsman finally found some time between exams to work on the Zeta Metroid sprites. After many revisions, the standing sprite is done. Like in many other aspects of the project, I started animating the sprite, thinking it wouldn´t be as difficult as it seemed. I was SO wrong.
I´m kinda getting the hang of it, and there´s still a lot to animate. The ingame object uses a wireframe sketch right now, it gives a better idea on how the sprite will behave with the environment. It´ll take a lot of work, but it will be worth it.
I finished tiling the tower part of area 4, next up are the spiky caves. Those will be done really fast, I just need a "skpiky" tileset. I guess I´ll have to draw it...
Thanks for the achievements suggestions by the way. Don´t worry, they will be more challenge based than anything else. I´m not that much of a fan of the "You fired a Missile!!!" kind of achievements, instead they could be like the skill points of the Ratchet and Clank series, for example.
Onscreen notification will be optional.
Progress these weeks might be slow, I´m struggling to keep my business alive, and that takes a lot of time and energy.
Like always, comments and suggestions are welcome.
I´m kinda getting the hang of it, and there´s still a lot to animate. The ingame object uses a wireframe sketch right now, it gives a better idea on how the sprite will behave with the environment. It´ll take a lot of work, but it will be worth it.
I finished tiling the tower part of area 4, next up are the spiky caves. Those will be done really fast, I just need a "skpiky" tileset. I guess I´ll have to draw it...
Thanks for the achievements suggestions by the way. Don´t worry, they will be more challenge based than anything else. I´m not that much of a fan of the "You fired a Missile!!!" kind of achievements, instead they could be like the skill points of the Ratchet and Clank series, for example.
Onscreen notification will be optional.
Progress these weeks might be slow, I´m struggling to keep my business alive, and that takes a lot of time and energy.
Like always, comments and suggestions are welcome.
Comments
It sounds pretty cool! Oh yeah....... First comment xD
Good luck!
You are officially the awesome.
sorry to hear business is bad tho... best of luck :o
Metroid Prime Trilogy came out yesterday. since you said you never fully played a prime game, i demand you buy Trilogy. it is necessary
anyway, keep up the good work! (espero que me escuchaste esta ves doc! compra trilogy!)
but plzzz you can put Nightmare like optional booss to get the gravity suitt XD
Will you add more of each, or will we keep the current amount?
Here is a sample of my work, which I can show you more of on request: http://www.metroidconstruction.com/Forum/index.php?topic=76.0
Contact me at tuviadulin@gmail.com
jmanjde@aim.com
If both, would it be possible to make the optional onscreen notification seperate for both? I for one like to see the fun bonus ones, but not the unmissible "beat a boss" ones.
Although, I do know that the wait will truly be worth it. All of us here waiting, know it is worth the wait.
Take your time brother, and keep us posted, apprised, and keep up the good work!
Umm....
Yeah. That's about all the support I have to give.
Anyway, just wanted to add something here...perhaps, in choosing notifications or not, you could have multiple options. For example: there could be a window that pops up and pauses your game to tell you, as well as a passive little box in the corner of your screen.
This project ever gives us new surprises as they give us a lot more looking forward to playing. I hope soon as well! many congratulations.
we are indebted. another question: what happened to the demo?
This is very good now, you have fiished most part of the game, about 60% percent or more i think, and i'm thinking about if it would be more enemys in the last area before the Big Metroids cave, cause i remebered that it doesn't have just about much path and no enemys, in Metroid II for GBC, i'm just suggesting just to add some enemys and to put time to escape from the planet after beating Queen Metroid!!1 jejeje
I guess i suggested much but that sound s like the traditions of Metroid saga!!
Weell see ya later Dr. M64 and have nice lcuk in your both works!
One way to easily fit this in is after beating the queen and discovering the hatchling, an earthquake happens, only the lava starts rise instead of recede, causing a natural disaster type of timed exit where the lava kills you if you are too slow getting out of the tunnels instead of an automatic time out death. Samus could be escaping from a dormant volcano that is waking up, explaining the long space jump climb at the end then fall over the barrier to reach her ship during the original escape sequence.
Due to the unstable nature of the planet and that lava movement is triggered by metroid death anyways, I think it fits right in.
Plus in Super Metroid, you have to deal with rising lava as you escape as well (although it's not much of a threat)
It seems to me that if that section can be done quickly, it means there won't much variation, or anything interesting to see (or shoot, or pick up.)
Even though it might add to the time it will take you to finish the game, have you considered adding something to that section to make it more interesting?
Here are some things to think about concerning that section that could help you come up with something interesting:
Why is that section so spiky? Are the spikes natural formations, or were they created by former occupants? Possibly as a defense from... I don't know, some creature, perhaps?
That could be a great spot to add another sidequest, an optional power-up or boss. Or perhaps even some kind of puzzle or special sequence.
Others in this thread have mentioned that it could be fun to have a proper escape sequence, possibly with the lava rising and catching up with you as you try to escape. That's a cool idea, but it could also apply to other places in the game. I mean, in the original game, changes in laval level practically always occurred off-screen. In your remake, it could be interesting to have the lava come in and start filling the area you're in, forcing you go in another direction. This could be used to make some sections even more exciting.
If you or anyone is looking for a job .
Now that most of these issues have been resolved in the remake, I'd still like to see the original game put back into this new engine as much as possible. Save the expansions for open source work or full map re-designs. I came here to play a prettier Metroid 2, not Metroid:SR388.
I also like the idea of facing two alphas at the same time. Then for hard mode, upgrade one of them to a gamma.
I don't think those effects would make it "HD", HD is bassically something displayed at high resolution. for example if doc released this in HD it would display at 1280x720 pixels in widescreen. I don't think we'd want to see a really small samus in a really big screen lol, well not that i'm asking for anything but it would be really awesome to see this game in widescreen, a GBA metroid sidescroller in widescreen, HECK YEAH!!! i tried scretching the screen but that's too awful looking and my laptop won't let me so PLEASE,16:9 WIDESCREEN!
Dr.M64 whether you like my idea or not I think you rock for making a metroid game, remake or not, that totally stands up next to Nintendo's games. Keep up the good work.
Yeah i do agree with you, those effects that were going to be used looked really good, that was mostly the eye candy in SR388 in my opinion. Well anyways you should give that a try Doc and the widescreen of course, i'm just too spoiled by that because of everything coming out in HD now a days.
all tho i have heard of ppl downloading computer programs into their psp
¿Hace cuanto no actualizas el blogger?
Creo que deberias hacer un equipo de traduccion que administre tus entradas.
Saludos!
(y pon nueva info, porfavor)
Prime 3 Hunter Class Gunship: http://metroid.wikia.com/wiki/File:Samus%27_Ship_in_space.png
So, yeah...
continuity? have you ever played the old metroid 2? the ship almost looks identical...
take a look at the top of the blog and see a comparison right there :P
First time commenting on this blog, but I've been a reader all year. Cannot wait for the new demo, if there is one; if not, I'll just satisfy myself with the knowledge that the full game will get here quicker.
continuity? have you ever played the old metroid 2? the ship almost looks identical...
take a look at the top of the blog and see a comparison right there :P"
Have you ever played metroid prime 3: Corruption? The ship in this AND the original Metroid II look nothing like the ship she chronologically has right before...
Okay, here's a thought:
Consider that the first Metroid games were all about atmosphere (and from Fusion on, fell into an action game rut). The game was dark, and even creepy. All that tension kept building; the areas grew more dangerous, as well as the Metroids growing in power as you progress. Its like the Dark Knight; unyielding escalation of tension culminating in a climax. Same principle here, the tension rises until you have great battle against literally the mother of all Metroids. And then you get a catharsis with a calm escape with the hatchling. Perfect. See, the battle with the Queen is what's known by us writers as a 'climax,' or the peak of conflict in the narrative. After the one an only climax is a catharsis. No exceptions.
So, the ending of the original Metroid II is perfect as is. Of course, there are always gonna be fans who want to see Pirates, Ridley and an escape sequence. Fair enough, I have an idea for all of those.
Add another chapter.
That's right, include a 'lost chapter' of sorts which details what happens after Samus escapes with the hatchling. Perhaps she is accosted by a supremely massive battleship and forcefully boarded (heh, heh) in a scene reminiscent of the battle between Tantive IV and Vader's Star Destroyer in Star Wars. In the docking bay, Samus has to defend herself against a bunch of Pirates. The ensuing firefight has the frightened hatchling run away from Samus.
So, you have to traverse a new, giant map in the style of Zero Mission. I don't see the Pirates ever being powerful enough to get Samus out of her Suit, so perhaps you could advance exploration by adding a few new items, or have Samus scrap her upgrades to repair her ship before going after the hatchling. Naturally, this area would culminate in a superboss which both guards the hatchling and somehow holds the ship together. Destroying it would get you the hatchling and have you run for your life. This leads to the story's true climax; the escape sequence. You make it back to your ship, defending the hatchling from further harm, to find that the repairs are complete and you can escape.
Of course, this would have to be optional; unlocked by prowess in the game or in some kind of 'challenge mode.' Either way, it kinda dicks with the continuity in Super Metroid. Why would Samus leave a defenseless hatchling in a defenseless Space Colony if she knew that the Pirates may be after it?
Now, what do you think?