Balance
Alphas... they're so fast and dangerous. The ones you get to fight in the demo gave a nice idea of how dangerous these enemies are going to be throughout the game. But, as time later showed, the learning curve for their behavior was a little steep for the non-Metroid expert.
Right now I'm in the middle of a huge refactoring and rebalancing of every Metroid fight.
Since each Metroid has customized variables (to determine how it will behave), I had to change each and every object's creation event, having to locate each room with a Metroid and tweak the code in the room editor.
Now Metroids get their behavior via script, only providing their ID. This way I can visually change the way the agressiveness scales as the player advances in the game. Also, customizing behaviors for different difficulty levels is much easier now.
Besides that, I also added more movement variety into the Alphas and Gammas. Now they don't chase you all the time, they give you a little rest, and in early fights, they even put themselves in vulnerable positions. Some Alphas just hit you and retreat while avoiding your missiles. All of this makes the flying Metroids a lot more diverse, and of course testing and balancing is necesary for each fight.
Speaking of Alpha fights... The breeding grounds located in Area 2 were expanded a little bit. Fighting alphas in corridors works well enough, but doing so with Hi-Jump boots was a little tedious, hitting the ceiling on each jump. Now the rooms are taller, and battles are more "vertical" too.
The music engine is finally working. I had to deal with some inconveniences, like having to do volume crossfades by hand (bass.dll did that automatically), and other minor workarounds.
And last but not least. The way you acess the Map, and switch to the Equipment and Log screens changed. Instead of cycling through each screen, now an on-screen prompt apears. Pressing a specific direction lets you acess each screen, with the addition of an Options screen. Once I get that one working, you'll be able to customize the game options (and controller configuration) without exiting to the main menu.
Yes, I know, the icons are a little minimalistic. But I think each option is pretty clear.
That's most of the progress this month. Nothing that can be shown in good looking screenshots, but features and tweaks that make the game much more complete and balanced.
By the way... the great people at Sepharos-Asks.net asked me for an interview. It was improvised, and my English is a little broken in some places, but it was a good experience. You can listen to it HERE.
As always, comments and suggestions are welcome.
Right now I'm in the middle of a huge refactoring and rebalancing of every Metroid fight.
Since each Metroid has customized variables (to determine how it will behave), I had to change each and every object's creation event, having to locate each room with a Metroid and tweak the code in the room editor.
Now Metroids get their behavior via script, only providing their ID. This way I can visually change the way the agressiveness scales as the player advances in the game. Also, customizing behaviors for different difficulty levels is much easier now.
Besides that, I also added more movement variety into the Alphas and Gammas. Now they don't chase you all the time, they give you a little rest, and in early fights, they even put themselves in vulnerable positions. Some Alphas just hit you and retreat while avoiding your missiles. All of this makes the flying Metroids a lot more diverse, and of course testing and balancing is necesary for each fight.
Speaking of Alpha fights... The breeding grounds located in Area 2 were expanded a little bit. Fighting alphas in corridors works well enough, but doing so with Hi-Jump boots was a little tedious, hitting the ceiling on each jump. Now the rooms are taller, and battles are more "vertical" too.
The music engine is finally working. I had to deal with some inconveniences, like having to do volume crossfades by hand (bass.dll did that automatically), and other minor workarounds.
And last but not least. The way you acess the Map, and switch to the Equipment and Log screens changed. Instead of cycling through each screen, now an on-screen prompt apears. Pressing a specific direction lets you acess each screen, with the addition of an Options screen. Once I get that one working, you'll be able to customize the game options (and controller configuration) without exiting to the main menu.
Yes, I know, the icons are a little minimalistic. But I think each option is pretty clear.
That's most of the progress this month. Nothing that can be shown in good looking screenshots, but features and tweaks that make the game much more complete and balanced.
By the way... the great people at Sepharos-Asks.net asked me for an interview. It was improvised, and my English is a little broken in some places, but it was a good experience. You can listen to it HERE.
As always, comments and suggestions are welcome.
Comments
Keep up the good work!
everything is starting to piece itself together and it looks so polished!!!
CAN'T WAIT!!
I use a Mac - and keep bootcamp around JUST FOR THIS GAME, seriously, this is an amazing thing you are doing here and I am definitely one of the many that look forward to it's completion.
If I had one suggestion at this point (besides making it Mac compatible), it would be a more "animated" alpha hatching scene at least for the first one. But seriously even without it I am incredibly pleased and impressed with what you have done.
I loved the Alphas in the demo and while I could see some players points on them initially being hard (until you adapt to fighting them), I also felt there was a place for that higher difficulty. I think this can provide a nice balance for both types of players.
Good luck and looking forward to the next update!
-Vey
I would like to add that most developers such as yourself seem to lose their faith in their planned games, it always surprises me that you have not succumbed to a fate such as this.
And so far, it seems that you haven't lost your edge that brought you this far... Admirable work friend. *Thumbs up*
Like an exotic foreigner, lol
going through the Screw Attack blocks, and going to the final egg and all that? Or is the Screw Attack blocks in the upper-left of the landing site just for the demo, and they will be different for the actual release?
I can't wait!
Keep it up. This is looking to be one of the best fan-games ever, if not the best.
Everytime i check for an update on your blog i get even more excited for this game, to say i cant wait for this is an understatement.
Look forward to more updates.
One problem: Will we see a Linux port sometime down the road? :?
One more thing: What about a Linux port? Wine is increasingly having problems with AM2R demo.
I really think you should call what's done DONE and get the game pushed out.
If tweaks need to be made later for people who need their hands held while gaming, then do them later.
You are my hero!!!
good to see you are still working on this game.
hope life is treating you well doc and that your family is good..
i can say that i speak for all your fans by sayin keep up the good work :)
from terra
This project is coming along well. Ich bin begeistert!! I'm just so exited for this!
Can't wait, good luck :)
I hope you will eventually finish this game, and I'm sure it will be awesome (and I hope it will not be taken down too fast by Nintendo), but these icons are less than optimal.
Keep up the good work ! ;)
Good luck, though. Maybe they'll be tolerant about it.
mister ricardo you cant just hint to take one some one elses digital baby.
Also, when a missile is aimed at an angle and hits an indestuctable block, it should bounce a bit, allowing for some tactical manuevers (forcing it to ricochet to hit enemies around corners).
Last, but not least, you should make enemy spawn points, enemy health, enemy attack strength, and most importantly; enemy behavior all randomized, but still tuned to the performance of the player. On lower difficulty settings or when you're not doing very well, the game should make itself easier, and if you're on a higher difficulty setting or if you're doing very well, the game should make itself harder.
If all goes well, you can make it happen with just a week's worth of code, and it will probably effeect the entire game.
Can't wait to see the next update. Hopefully you took the idea, of having two settings, Self-learning Metroids, or normal Metroids. For the Adaptable, Long time Metroid game player. Comparatively to the new comer.
are fast
and danger