Progress, and challenge mode
There was a lot of progress with Zeta Metroids. Right now they walk, crouch, jump and do a horrendously animated claw attack (soon to be redrawn). I just realized that since this is a ground based enemy, it will require much more testing than the floating ones. Specially when the environment limits the Metroid´s movement, there´s room for exploits.
So, last time I mentioned Challenge Mode. And there were many cool suggestions about it, and the possible escape sequence (thanks!!!). Here´s what I have planned so far for this mode:
- It will be available after completing the normal game once.
- All the lava will be gone, so you can explore freely.
- The item and Metroid placement will be changed.
- There will be extra Metroid fights, even maybe more than one at the same time.
- A boss rush mode could be unlocked after completing Challenge Mode.
One thing I know for sure, challenge mode will be done after the game is finished. This means I´ll release the game once it´s completed, and challenge mode will be done in the first update. This way I´ll be fixing all the details you find in the game, and add the new mode in the update.
I want to thank you all for the great feedback of these last posts, and for the patience you have with this project. If there´s something you´d like to suggest for Challenge Mode, feel free to post it.
So, last time I mentioned Challenge Mode. And there were many cool suggestions about it, and the possible escape sequence (thanks!!!). Here´s what I have planned so far for this mode:
- It will be available after completing the normal game once.
- All the lava will be gone, so you can explore freely.
- The item and Metroid placement will be changed.
- There will be extra Metroid fights, even maybe more than one at the same time.
- A boss rush mode could be unlocked after completing Challenge Mode.
One thing I know for sure, challenge mode will be done after the game is finished. This means I´ll release the game once it´s completed, and challenge mode will be done in the first update. This way I´ll be fixing all the details you find in the game, and add the new mode in the update.
I want to thank you all for the great feedback of these last posts, and for the patience you have with this project. If there´s something you´d like to suggest for Challenge Mode, feel free to post it.
Comments
Did you finish the Gammas? you said they needed fixing.
If your expanding the original map for challenge modem, you should (and if you have already, which you probably have, then completely ignore this) add a water area, and a large one too, so that getting the gravity suit makes more sense.
something that i wanted to throw out there (i'm sure you have thought of this) is that since challenge mode is going to be very non-linear you should add special achievements just for challenge mode (if you do achievements).
I wonder... you haven't said Anything about the NCFC since July. Have you a demo or a Zeta video cooked up for us?
wish we could get another quick preview, even if it is of bad movements
GOOD WORK !! AWESOME !!
By the way, are you going to make a "justin bailey" mode for challenge ? I mean armorless samus with some change on gravity effects, taking more damage when hit. Something like an hardcore mode ?
PS : sorry for my english.
Regards from France.
I'm glad you are considering some fights where you have to face more than one metroid at the same time.
I also like your idea of taking away the lava in the challenge mode and moving the items around, I think that's a very clever and artistic idea for challenge mode.
I curious where you weigh in at on an escape sequence as of now?
There could be a "Escape Rush" mode, where you just made timed levels that you finished and went to the nexts ones, until you finish them all(or die...).
Could have various courses, like an easy one, a medium one, a hard one, and an extreme course that the minimal error would spell doom to Samus.
-DMN
WINOX
I also love the music you put in the trailers. It's catchy, and I don't mind singing it all day (though other people do :) ).
An Extra area to explore with an exclusive boss.
PLEASE!!!
Also, I don't know if you plan on including power bombs or not, but if you do, please actually make use of them. Zero Mission didn't give them to you until the very very end of the game, and the only real use they had was to break out of Chozodia to go back and get 100%. I thought that was really lame. If you're going to add an item, give us more than one opportunity to use it.
That being said, if you were insistent on the gravity suit protecting you from the progress blocking lava, I think getting the gravity suit much earlier would be pretty cool (adding to the sequence breaking aspect). Dare I say it, you could even get the gravity suit before you get the Varia suit?! and just have the damage severely reduced from the lava instead of completely negated... Making every lava sequence break a timed course. As a minor side note, the lava acts as a good "did I get them all in this area?" indicator without actually putting it on the map.
That being said, are you going to have a list of all the powerups and metroids in a given map area. I really liked that in MZM. It made 100% runs not annoying by eliminating the need to externally book keep on the items I got, while still leaving the specific location of the items a secret.
I suggest putting a metroid counter in this section as well. Especially in Challenge mode, it will keep the metroid hunting in the right general area instead of missing one cleverly placed guy in the beginning then driving yourself mad trying to find him by searching through the entire game.
Still... it's not a bad idea either. It'll give your remake a ton of re-playability. Dare I say, taking it beyond the fan-made territory of simply "amazing" into outright "legendary".
Oh, and any chance we could get a percentage progress report soon? I don't expect a release date, but it'd be good to know how much you feel is left to do.
Changing existing areas, like suggested above, would be cool also(like adding 'hotness', lava, water, indestructable rocks that force you to find other ways, new passages to create these other ways, etc...).
And WINOX suggested above a mode where you play with a weaker character, it would be cool if it was the last GFed Trooper that survived the SR388 expeditions, and you played with him to see how far can he go...
-DMN
will be the release in 2009?
greez
Marcus
dude you SO need to get paid to do this kinda stuff!
Maybe add some platforms that the Zeta can jump to, and which Samus can also use to get in a better position.
I just think that fighting a huge enemy like the zetas should be done in a larger area (it can still feel cramped for the zeta, but it will need room to maneuver...)
Anyway, something to think about.
sigo pensando que la secuencia de escape con tiempo y explosiones no es una buena idea, pues romperia totalmente la tranquilidad del encuentro de Samus con la Larva Metroid. Encuentro buena idea el hecho de hacer un ultimo desafio a Samus cuando está con la Larva en la Superficie, quizás hacer más larga la distancia entre la salida de la caverna final y la nave, añadir enemigos en la superficie, en los que Samus tenga que vencer y la Larva le ayude; o quizás en vez de esa materia obstructiva que se come la Larva y nos permite pasar hacia la superficie debieramos reemplazarla de otro tipo de desafio :)
Todo eso nunca olvidando que tú debes guardar un espacio para la serenidad del encuentro de ambos, después de aquello puedes hacer algo :D
También me gustaria sugestionar que pusieras un recordatorio de Metroid 1 al principio, cuando venció a Mother Brain, puedes aprovechar los sprites de Metroid Zero Mission, y que nos explique un poco el porqué Samus viene a SR388 buscando eradicar la plaga de Metroid :)
En alguna parte del juego puedes colocar un recordatorio, como aquel que tiene Metroid Zero Mission cuando Samus recupera su power suit en el templo Chozo, eso puede ser cuando obtenga su Varia Suit, ya que ese fue el regalo que le dio Voz Gris, el chozo que dio sus genes para que Samus pudiera sobrevivir en el ecosistema hostil del planeta Zebes (su padre genético), para eso puedes ayudarte en el manga de Metroid, más de una imagen interesante puedes encontrar para hacer el recordatorio en medio :)
saludos
Sir_Poeta.
Call me a masochist but I would have a ball with that. >w<
1. If she faces the X-Parasite now, she'd effectively have no defense against them, just as she did when she met them at the start of metroid fusion.
2. On the other hand, The very fact that she saw one and somewhat let her guard down in fusion is the way that entire story begins. She had no idea what the X-parasite could do. If she knew about them and what they were capable of beforehand, she probably wouldn'tve let herself be infected then.
These 2 issues mainly apply if she actually fights the X-parasites. If she merely sees a Metroid munch on one (and we get a little cameo from this), then it's not such a big deal. If you're going with optional bosses here, I wouldn't give the X-parasite too much of a presence yet.
As always, best of luck! I still wish to help you, if you think I can, contact me!
batistam09@yahoo.com
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Note: Each Suit corresponds with a stage of the SR-388 Metroid's evolution patterns.
Fusion Suit - First introduced in Metroid Fusion. Exhibits all basic traits of infant metroids, save for the ability to harvest the life force from living creatures.
Powers granted - Ability to harvest x-parasites for energy and ammunition.
Alpha Fusion Suit - Suit evolution to Alpha Metroid phase.
Powers granted - Damage from energy neutralized. Damage from ballistics on self increased to 5x effectiveness.
Gamma Fusion Suit - Suit evolution to Gamma Metroid phase.
Powers granted - Electric Syphon - Hit enemies with a electric beam and use them as grapple points. Damage from ballistics on self decreased to 4x effectiveness.
Zeta Fusion Suit - Suit evolution to Zeta Metroid phase.
Powers granted - Jump height and wall-kicking distance increased. Plasma Beam effect engaged.
Damage from ballistics on self decreased to 3x effectiveness. Lava damaged halved.
Omega Fusion Suit - Suit evolution to Omega Metroid phase.
Powers granted - Screw attack effect engaged.Plasma Beam effect power doubled. Damage from ballistics on self decreased to 2x effectiveness. Lava damaged nullified.
This would be something of a "Fusion Mode" if you will. Not to be taken seriously until all other angles of the project are completed, if it is taken seriously at all.
An interesting thing that you could put in Challenge mode is the removal of the combined beams, so you had to choose which beam you wanted to have, but had to give up the other ones.
I always liked the additional challenge M1 and M2 made you do when you came up to a new beam, made you ask, should I get it, or should I keep the beam that I have... weak but easy to aim spazer, or powerful, hard to aim plasma? And in the end, you have to equip just ice beam.
Made the weapons tower with all the beams kind of like a weapon store outlet with a huge selection.
I know with MZM using combined beams, taking it away for challenge mode seems a little out of place, but if you did a flight suit version, who's to say she can't have a less powerful gun that can't combine beams.
That and Dr.m already said that there will be no X in this game so stop asking
http://www.youtube.com/watch?v=J9IbS0PiLXc&feature=PlayList&p=F2101F8A7650A7A9&index=3
http://www.youtube.com/watch?v=TNx3euo6KcU&feature=PlayList&p=F2101F8A7650A7A9&index=5
I was wondering how you've remixed these songs, considering these are random atmospheric monster noises. Having just one song other than Surface Runner, even if it's a few seconds, would be awesome.
I love the gameplay of Metroid II a lot, but the music in the caverns terrifies me. If it's remixed in a bit techno-y way, it'd be all right, though...
Alpha/Gamma/Zeta/Omega Fusion Suit post. Just for clarity, please note the inclusion of the words "For another gameplay mode". Also note the ending paragraph telling everyone not to take me too seriously. Well, I suppose you all managed that much. Still, please don't label my ideas as "a big waste of a post". They might not be directly relevant to the main aspect of the game, but they would bring some some interesting things to the table IN ANOTHER MODE OF PLAY and I put a lot of thought into them.
Challenge mode ideas that ring simple and effective are:
adding heat/lava/water/cold to rooms.
switch main items' locations or hiding them in different locations,
requiring "imaginative gameplay".
For example: Your first Metroid encounter is fighting two Alphas simultaneously, with fewer missiles that do half as much damage. This forces one of two things: finding more items to compensate or improving your skill. And since this is a "challenge" mode, there should be fewer items to find in order to encourage the latter.
A second example of a challenge would be super-heating a few rooms before the Varia suit, so you either have to sprint through the heat or find a back door in. Like John said, small alterations that require extra skill and thought.
Or, is that your intent, to balance the difficulty progression more? In the original, Zetas were far more difficult than Omegas. Are you addressing that flaw by weakening the Zetas instead of strengthening the Omegas to prevent the game from becoming too challenging?
Regardless of the answers, I'm eagerly awaiting this game. MII is my favorite Metroid game, and it needs to be done justice.
And if you're following a Hard Mode example, what is it like? (Cutting expansions in half, enemy double HP, etc.?)
Or is it that you just have the player fight every single Metroid in the game consecutively? I guess some really hardcore players would enjoy that, like myself, though I hope there will be enough missiles...
You reach one of the normal areas where you fight an alpha metroid. In its place is a single X-parasite. It hovers there for a second or 2, getting ready to jump samus. Before it even has the chance to make such a move, a regular metroid larva bursts out of the ground, grabs it in its talons, and sucks it up. The extra energy granted to the metroid activates its evolution, and we see it shed its shell and morph into a nice little alpha metroid.
From this, it could be suggested that feasting on the X-parasite gives them a nice little energy boost and helps in the process of natural metroid evolution, but samus would still effectively have no real idea what it is she just saw. Leaving a mystery that is resolved in fusion.
This is about the only way I could think of implementing X without breaking the established story.
However, Anonymous brings up a great idea for the first metroid encounter. I think it would be cool to see the Metroids feed on the indigenous life to show how they evolve. Kind of a kick back to the metroid hatchling feeding off the sidehopper in super metroid.
At the first encounter, Samus could either encounter a tough enemy which the metroid dispatches before samus can handle it, or,
An interesting idea for Challenge mode, have Samus encounter a regular metroid before she gets the ice beam, then has to run away from it until she encounters another, more tasty option for the metroid to gobble on, then evolve into an alpha.
I think this is a good idea for a short story telling semi-cut scene.
I'm talking about these songs (not the Ridely remix used in Super and Fusion):
http://youtube.com/watch?v=dfdoJNBkgg4
http://youtube.com/watch?v=_6eoA1ajAi8
http://youtube.com/watch?v=X58C6MbUOMM
[drags the dead horse from the back]
"forget beating the Dead Horse, just shoot it and get it over with. Then when you're finished, point the gun at yourself and shoot."
P.S. this is for everybody commenting on powersuit crap and "will this work on my (fill in whatever non-pc/mac/linux device here)"
Realistically though, seeing that he's making this in GameMaker (hard to believe with such great quality) he won't be able to port it AFAIK.
I find myself wondering something for challenge mode. We all know that metroids change after a time. While this may be a difficult possibility to include, it is a suggestion only for the challenge mode. I propose that in challenge mode, the feeling of rushing to get to the new area is more important. based on physical game play time, the longer you wait, the further into evolution the metroids will become, thus the more dangerous it is. I think, honestly that this would put a huge factor of additional challenge into the game. I understand programming could be an issue, and most certianly will be for this would be difficult to accomplish, however if it could be done, that would put a bit of extra oomph behind the challenging mode.
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Nice idea. It really deserve to be implemented on the challenge mode.It would be nice to play and dont change the storyline at all
This idea introduce the need of killing the metroids faster
not in order to enable them to evolve too much, cuz u dont have too much missiles.
Also i have a question, u are going to use fusion´s omega sprites in this game aren´t u?
Just because that omega was way cool and theres no need to draw another one :D.
Congratulations 4 the game, i hope ull finish it soon :DD
I say maybe a place where every step you take in the freezing area is in mode 1 sorvival
and I think this is a great job!
I'm very impressed ^.^
Hmmmm.
When your done making the game,
i think you should go to Nintendo,
and try to make the remake official,
so that we can all have it on gameboy! :D
Work hard for the nfgc to impress every1
keep on the good work ;)
except maybe the wide beam... which could probably be moved to another location deeper into the tunnels
beam stacking ftw in normal mode :P
i do not know about normal mode but what if beams did not stack in challenge mode... except maybe the wide beam. you wouldn't need to search for a beam every time u wanted to change... It would just be something you switched out in the item menu
My internet disconnected and i thought my last one did not go though...
my bad