Cutscenes!
I was able to work on AM2R quite a lot these days. The most interesting addition to the already complex game was a cutscene system. Before, all the small puzzles had their results in real time. So, in order for the player to see the outcome of his/her action, the entire puzzle had to be constrained to a single screen (sometimes a little bigger).
Now, when an important event is happening, it takes control of the camera and shows the event properly. Cutscenes done so far are very short right now, and can help make bigger puzzles (don´t worry, the level design doesn´t depend entirely on them).
Many small tweaks and improvements were done in a lot of rooms. New level tools were done to provide Metroids proper ways to avoid cramped areas, helping them follow Samus more effectively. There were small places where you could hide and rethink your approach, but now Metroids give a fierce chase.
The rest of the progress was mostly changing some naming conventions on game events, separating them in areas and unifying different types. There were different event lists (Metroid events, stage events, lava events, etc.), now it´s only one. Even if it´s a way of reorganizing resources, it really helps speeding the delopment up.
Like always, comments and suggestions are welcome.
Now, when an important event is happening, it takes control of the camera and shows the event properly. Cutscenes done so far are very short right now, and can help make bigger puzzles (don´t worry, the level design doesn´t depend entirely on them).
Many small tweaks and improvements were done in a lot of rooms. New level tools were done to provide Metroids proper ways to avoid cramped areas, helping them follow Samus more effectively. There were small places where you could hide and rethink your approach, but now Metroids give a fierce chase.
You can´t hide anymore!
The rest of the progress was mostly changing some naming conventions on game events, separating them in areas and unifying different types. There were different event lists (Metroid events, stage events, lava events, etc.), now it´s only one. Even if it´s a way of reorganizing resources, it really helps speeding the delopment up.
Like always, comments and suggestions are welcome.
Comments
porfavor...... estoy que las corto por un confrontation 2.6 o algun area del juego final.... D: cualquier cosa que sacie mi, ya insana adiccion a am2r, algun beta aaaallllgoooo te l oruuuuueeegoo
español:si,realmente me gusta este juego¡¡¡
Also, if you are having problems with the sound track, check out OverClocked Remix, they make good remixes of many games and I believe they would be happy to help you.
http://ocremix.org/
HAppy to see This !
If doc gives us sneak peeks or trailers, I really hope he keeps them spoiler free. If I see a single picture or scene with the metroid queen, a hatchling, or a new mini-boss, I'll scream at the top of my lungs and I'll destroy my computer.
is taking too long to be completed.
already have several years on the same project.
By the way, you think there will be a demo any time...ever?
I'm sure this is going to be a masterpiece. Btw, i hope you're concentrating on the soundtrack too
I'm sure this is going to be a masterpiece. Btw, i hope you're concentrating on the soundtrack too
saludos desde chile!! AGUANTE AM2R!!!!!!!
Like I did months ago, I still suggest you to put a cutscene of the Parasite X appearing after Samus leaves the planet. With the metroids extinct, there's no more threat for the parasites to start infecting other creatures. Then a yellow goo jumps on a frog and the frog gets weird, as a dark music is played, then the screen gets black and there's only silence for a few seconds, before the credits appear.
I don't know, I think that detail would just make the end cooler and conect it to Metroid 4 Fusion.
With or without this scene, I know this remake will not disappoint us. Zero Mission did, a lot. But this won't.
Besides, can't download Confrontation anymore.
my least favourite is probably fusion. I don't know, it just bored me... (please don't hate me... :P hehe)
Least favorite would probably be Other M. Don't get me wrong, I like Other M, but its not the best quality as the others.
I actually like every game in the series
And i support the cutscene of the X parasite
Well... keep the good work and thanks Doctor64!
I also think, if there be a girl with beautiful voice, you should call her to narrate parts of the game. Not the whole game like Other M, just a few parts, like the begin, her surprise to find chozo ruins, etc.
you seem to always find something new to help improve your project and you never disappoint us..........
improved ai sounds great as always
thank you once again.......
a friend, a fan of a classic game being made better.......
( oh year jus finished my course i can build pc's now so thanks for the inspiration)
You are truly passionate about this and it shows.
I think I'm not alone when I say that I think this revamped installment into the already great series of such an excellent game will make it that much more phenomenal and that it will really give the old school fans their original spark of fascination in the game back with incredible flair.
I have no favorite Metroid to date, but original RoS was the first I ever played, being 24 now, and I love every Metroid thus far, but this will be a highly potential favorite.
Your diligence is appreciated the world over, Doc, and I think new players to the series will be surprised and overjoyed to discover this gem some day.
Sugerirte que leas en:
[URL]http://metroid.wikia.com/wiki/Metroid_Wiki[/URL]
Todo lo referente a Metroid II: Return of Samus y todo lo que rodea a este juego (narrar lo que ocurrÃa cuando Samus escapaba de Zebes, lo que ocurrió despues, su preparación y el porqué de ir a SR388 para exterminar a los Metroids, las consecuencias cuando escapó de SR388 con la última larva metroid y lo que conllevó el llevar la larva)
En fÃn hay un montón de ideas que serÃan interesantes incluir:
Alguien ha mencionado de incluir una escena en la que salga el parasito X por haber aniquilado todos los metroids y me parece bien...
Yo propongo incluir:
- Que haya escenas superpuestas en la que en determinadas situaciones o acontecimientos hable Samus pensativa (introducir una pantalla en la que se muestren frases de samus diciendo lo que piensa sobre lo que se está encontrando y lo que se puede encontrar)
Esperemos verlo terminado pronto.
Salu2s
Anyway, this project is looking great! It's nice to see that some of the little "tricks" for beating the metroids won't work in AM2R. Nice job!
Anyway, keep it up, I enjoy reading these updates. Each one just feels closer to completion than the last. =)
Great update Doc! Looking forward to this!
A big hell ya for Oot!
I'm sure this is gonna rock. I still suggest that you put, as secrets, ALL suits Samus got in ALL other games.
And to those who think this project may be taking quite a while... I have been holding my patience for two years, and believe me, at least one of you may have been waiting for another game FAR longer than two or three years.
SEGA screwed the guys from Bombergames, the group that made the unoficcial (but awesome!) Streets of Rage Remake. SEGA doesn't want to make a Streets of Rage 4 at all, but wants to sell that crappy version for cellphone... I think that's why SEGA attacked Bombergames and they're probably not making a new version of Streets of Rage Remake anymore.
Then be careful, DoctorM64. You're getting famous and Nintendo probably doesn't like that. Make sure this game will be released and we'll do the rest, we'll put the downloads in as many websites as possible. Just like the Streets of Rage fans did for the remake, although SEGA tried to stop them.
They destroy the continuity of the player's experience and the sense of being in control of the action, and the kind of cutscenes frequently featured in Zelda and Metroid Prime games that fly the camera over to some door opening or similar are usually pandering and unnecessary. Puzzles and dramatic situations should be adequately clued as to what their result will be both to make the player's motivation clear in approaching the task and to make the result apparent.
Events for which cutscenes exist feel more like preordained bullet-points in the script of the game. They become separated from the phenomenology of the player's actions and exist as discrete platonic chunks. When the player triggers a cutscene, s/he thinks "Ah, this is the next step in my progress through the game. This was set up for me; there was no other course of action I could have taken." Even though that may be true in any linear game design, a cutscene grossly draws attention to the fact.
It's best for events to occur in the world while the player retains control because it allows the game world to feel like a living place. Consider the dramatic events of Super Metroid and the fact that its storytelling techniques completely eschew cutscenes. You can also look to Half-Life 2 for some ideas about how to direct the player's attention naturally. I remember an early developer commentary node in Half-Life 2: Episode 1 that explains how a situation was carefully constructed to pull the player's notice up to an unusual angle to witness a damaged ship flying by inside the Citadel. You could use similar tricks to path the player's vision, sort of like visual breadcrumbs. Guide the player's attention rather than pulling the camera away.
I also suggest allowing small environmental changes to occur slowly over time, without directing the player's attention to them. An example might be creatures that gradually tunnel through dirt or that molt and leave husks behind (which can also serve as a warning for a forthcoming danger). Metroid 2 already features earthquakes and magma floods; adding dynamic geological and ecological elements extraneous to gameplay can make those important progress gates feel more natural in context.
But at the very least, please consider finding ways to use graphics and sound to communicate to the player what effect on an off-screen object solving some puzzle might have so as to avoid the Zelda-style fly-by cutscene.
Personally, I think that the less obvious and waypointing a metroid game is, the better it is. Minimalism in the storytelling and understated events makes upp much of the organic, yet isolated you're alone and in charge-feeling.
And to Doc and collaborators; keep up the good work. This is what i've been waiting for for a few years and there's a huge fan base who are doing the same, wether they're aware of this project or not.