"New" Enemies
The new area is still too easy. Even if almost half of the area is travelled underwater and without the Gravity Suit at first, there´s two abilities on my way to make a challenging area: Space Jump and Screw Attack.
Sure, there´s spikes and other hazards now, but they´re quite easy to avoid having Space Jump, and underwater it´s even easier, it´s on slow motion!.
Screw Attack makes the enemies virtually dissapear from the gameplay. Having trouble with an enemy that takes too many missiles to kill? Press jump.
So, I made alternate versions of some of the robotic enemies to make things more interesting. I´m not falling into the predictable "ScrewAttack resistant shields", but I´m making the enemy AI more "Projectile happy". If Samus wants to get close to these enemies, she´ll have to dodge some shots, and having multiple enemies on screen can be fun.
Right now these pallette swapped enemies are cheap and unbalanced, especially when trying to dodge their shots underwater. But with some polishing they should be just fine.
Regarding the small trolling episode of these last days, I changed the blog settings to moderate the post comments. So don´t be scared if the comments aren´t appearing right away.
As always, any comments or suggestions are welcome here or in the forums.
Sure, there´s spikes and other hazards now, but they´re quite easy to avoid having Space Jump, and underwater it´s even easier, it´s on slow motion!.
Screw Attack makes the enemies virtually dissapear from the gameplay. Having trouble with an enemy that takes too many missiles to kill? Press jump.
So, I made alternate versions of some of the robotic enemies to make things more interesting. I´m not falling into the predictable "ScrewAttack resistant shields", but I´m making the enemy AI more "Projectile happy". If Samus wants to get close to these enemies, she´ll have to dodge some shots, and having multiple enemies on screen can be fun.
Right now these pallette swapped enemies are cheap and unbalanced, especially when trying to dodge their shots underwater. But with some polishing they should be just fine.
Regarding the small trolling episode of these last days, I changed the blog settings to moderate the post comments. So don´t be scared if the comments aren´t appearing right away.
As always, any comments or suggestions are welcome here or in the forums.
Comments
Say, in Super Metroid, if you haven't aquired the Gravity suit, the Space Jump was NOT able to function underwater!... maybe you should consider this option :)
You could also position your enemies near spikes so that if you did jump at the enemy to try to kill it you may risk hitting the spike.
have you taken a look at the thread in the forum about using a different sprite set for samus? i'm extremely interested in knowing your opinion on that
If I can´t make the enemies work well with the level design I might consider the Space Jump restriction.
As for another way to make the area more difficult, you could add waterfalls similar to the sand falls in Maridia. Restricting the player's movement above water in certain spots would add to the challenge. Also, I realize you aren't always too fond of this idea, but please remember that you always have the option of expanding the area. I'm not talking about lots of huge new rooms, but more smaller rooms. Giving the player more areas to explore, even if the areas are optional, would lengthen the game in a non-artificial way. Seeing things such as dead ends and mazes would make the game interesting, too. I'm not sure if you have ever played Super Metroid Redesign, but I always liked the way the path to Draygon was challenging to figure out. Giving the player these tricky challenges will lengthen the game for new players, but old players will still be able to get through the areas pretty quickly.
Haven't seen you for quite a while. Please let us know what do you think about the Power Suit design proposed on the forum.
As for the enemies, congratulations on keeping the post-Screw Attack gameplay interesting! A type that could only be safely reached from afar would also work (enemies that curl into spikes or Samus-eating plants for example). Just an idea.
Anyways, take care!
-Michael
Try not to nerf the Screw Attack too much... ;D
1)Run around screw attacking enemies for a while and hope they don't catch you in between.(You could make a move in each enemies' moveset a 'screw attack/space jump interrupter' of sorts.)
2)Shoot them and be vulnerable the whole time, but significantly reduce the amount of time it takes to kill enemies.
And with that, I just single-handedly solved your problem with the difficultly of the last few areas. Yes, I know, I'm a genius. No need to thank me.
I trust you, but I hope you've added beta testers to the process. If you haven't please do so.
I'm a QA for gameloft so i can help you test things you think need some improvement and those stuffs
Anyway like mano said, think about that space jump does not work underwater without the gravity suit.
Also you can make them resistant to screw attack like some enemies from super metroid.
anyway good work so far on what i have seen :)
thx for your commitment
Also, in regards to the Space Jump and Screw Attack, It's fairly true in any Metroid game that once you've got the Screw Attack you can pretty much blitz your way through the rest of the game, but the Screw attack is usually the last item picked up.
One thing you could do would be to move where you pick the Screw Attack up, so you don't get it as early, maybe moving it to the area with the final few Omegas.
Or maybe you could create areas where you can’t use the Screw Attack for some reason.
Either way, keep up the great work. ^^
This is where pro studio's often go into a beta-testing phase. (open/closed?)
would make a much better challenge.
but is it a exact remake of metroid 2
or just a similar remake?
EITHER way i cant wait! (ps will confirmation still be available when AM2R is released?)
(Pss. im making a game right now too!)
So if you think i can help you let me know
You should make it so that certain courses limit the powerups available. For example, a platforming course where you can't use Space Jump, or defeating lots of enemies with only the power beam and misiles.
@ Anonymous:
Anonymous said...
2 questions. one, when is this game coming out. Two, is it going to be an offical metroid game?
May 7, 2010 2:12 PM
In response to you, it's a fan made game. It's a remake of an official game, but since this is not licensed by Nintendo, this is Doc's game.
Hola, Milton
☺ ¿Van a haber tanques de reserva?
☺ ¿Cuantas zonas serĆ”n?
☺ ¿Crees que para antes del 2010, el
juego este terminado?
Espero que me contestes!!! Saludos
==============================
The only way to get rid of the smaller machines is to Morph Ball and drop bombs to destroy them (or Smart-Bomb if available though not sure if that will be added since this is M2 and not SM).
Also, pcod, are you entirely sure about that?
I think. I could, of course, be wrong; in which case, I apologize.
I have not felt gypped if the're is a reasonable reason to do that...
But i don't think that is the solution here... i mean it really should not work if you dont have the gravity suit... as it should be imposible to do so... so te right answer is that Samus should not be abble to use it if it does not have the gravity suit and she can use it when she does have it...
BUT if he still does not want to do it this way... the right answer is to use the timing hit point (as the enemies b4 riddley)
Also zero mission is really good (i don't know what you mean by "didn't go too well" ...)
And all the rest of you need to start reading previous posts before you say something. Seriously! Do any of you realize just how much your combined posts sound like a broken record?
Although I am not deeply involved in the forums, nor do I comment often, but I am very interested in the release of this game.
I look forward to see what you have in store next... all of your current tweaks sound like they'll translate well into the gameplay.
id love that. imagine, youre in the air, scew attack shutting down, youre falling down, screw attack starts up again, you can save yoursel at the last second and propel back up :)
This has been a true fan's thoughts on your twisted ways.
The Chozo made all of Samus' original stuff, the Metroids, and Mother Brain, all of which worked exactly like they were supposed to. The problem with the Metroids and Mother Brain was that they worked TOO well.
I believe it will either be released as Windows Executable or Game Maker file.
Another fact is that if you want to make the game hard at some points of the game so do it Doc. Because it would be fun and your game would not be the same easy games as the original ones so try to make a balace in the game some parts really hards and other easy parts and i would like the bosses to be challenging to at least...most of the bosses.
Keep up the good work im counting every single day for this game to be completed :P
And another thing... screw attack or space jump never worked underwater without the gravity suit.
thanks
every second in screw attack you lost one ammo point
But yeah, ammo for the screw attack is such a horrible idea I don't even
2) In terms of adding a challenge, and what's said about the screw attack, ensure that MOST items retain their original positions matching that of the first game. (Just like what Metroid Zero Mission did.) Of course, you can expand the map a little, replace some of the missile expansions with super missiles, and include power bombs and such. This will maintain nostalgia for older players.
3) Continuing the regard of a challenge to players new to the game: Rather than screw-attack resistance, position enemies in places that make it a puzzle to pass through the underwater stages. Also put in some secret passageways to allow faster movement, just to make the game more interesting and to add to the 'searching for secrets' aspect of gameplay.
4) Try to retain the original map structure, secrets, etcetera when making the remake.
5) Create new tiles to help give the game a more unique map feel. Don't be afraid to use older tiles, and I like the screenshots on how it looks, but custom tiles need to be made and used, too, in order to maintain the unique and original feel of the initial game.
6) Add an unlockable feature where rotating between activating and deactivating the missile launcher will allow the player to create new paths and warp reality on SR-388, just to poke fun at the bug in the original game. (Make it so that the game has to be beaten a certain way to unlock this feature. It's just a joke feature to help shorten the game length and to be an in-joke.)
7) Don't be afraid to take a few liberties in terms of adding to the map, moving a few items here and there and hiding them in walls and dead ends and such. Though, just try to keep the general placements of permanent items in the same place (excluding expansion packs for missiles, and Energy Expansion tanks, Super Missiles, and Power Bombs.)
Again, try to expand the original feel of Metroid II, and don't change too much of the map in order to retain the nostalgia of the original. You're trying to recreate the game in a fun way with new powerups and items, and it's not that easy. I wish you luck, and I hope the game runs well.
Finally, sorry for responding in this late section, but I just wanted to respond appropriately. And yes, the idea of adding a few new enemies is completely all right.