Showing posts from March, 2010

Some progress

The last few posts weren´t so exciting regarding progress, because most of it didn´t involve features that were easily shown on images. Since now I´m working on more "graphically showable" stuff, I can share a few WIP pics with you: A maintenance passage. There will be some exciting action going on here. Testing the new color palette for the cave parts of Area 5, and a preliminary fog effect. Part of a flooded cave, outside the main part of Area 5. Most of my work was spent on the new water physics. I tried to fight an Alpha Metroid underwater, and even with HiJump and SpaceJump, it´s really frustrating. Just play Metroid: Confrontation, and try moving around under the lava, then imagine exploring half a sector of the game like that. So, instead of using direct speed multipliers for underwater, I had to make a separate set of speeds for all the states. This way, I could make the physics more like Super Metroid (it takes some time to build some speed, but you keep the mome

The Forum, Finally

Ok, the comments of each post are getting a little uncomfortable to discuss ideas. So, here´s the official AM2R forum: Feel free to discuss anything there. I´m not going to stop posting here, you´ll be able to follow AM2R´s progress from this blog as always. Speaking of progress, I now have some free studio time to continue with the soundtrack production. Right now I´m making a variation of the Alpha Metroid fight song for the Gamma encounters. The idea is to make a different version for each evolution. After some playtesting, I found out that even with all the Metroid fights, hidden items and Minibosses, the game is quite short compared to other Metroid games. I was able to clear the first 4 areas in about 1 hour (without exploring too much), I even had to "simulate" the time some Metroid fights take, since not all of them are in the map yet. So, since I´m making an entire new area to accomodate the new items, I could add some Metroid fights, so it