Progress for real now
Ok, now that April's fools is over, here's this month's progress:
THE LOGBOOK
It was redone from scratch. It's now a big list, instead of being separated by categories. It's still ordered and labeled, and reading logs is a lot more intuitive. Just 1 button to display the (sometimes scrolling) text, that's it.
The log pictures are bigger, and each entry can feature multiple images, as the text updates.
Some of the cooler ones (Metroids and Minibosses) might end up featuring original concept art in these images.
It's a minor detail overall, but it improves the way the story is presented, for those who take the time to read it.
ZETAS AND OMEGAS
Zetas are being balanced for normal mode now (they were extremely frustrating, but some features will be kept for Hard mode), and some frames of animation are being added to some of their attacks (well, to some of their bodyparts).
They still need more testing, since there are still some very convoluted and risky ways of tanking them.
Omegas will receive the same animation engine overhaul the Zetas did. Luckily they are much heavier, less agile, and easier to animate, compared to Zetas.
AREA 4
Not much progress here. The map, scripted events and Metroid battles are in place, still being tested and polished.
AREA 5
The area is being redone, both to house the new item that will be found there and its corresponding puzzles, and also to allow some area specific mechanics to be implemented.
I don't want to spoil the surprise of the first time playing the areas, but I can say it's going to be as unique as the other areas, gameplay wise.
Right now the layout is planned, and basic rooms are going to be added to connect existing rooms from the old layout and new ones.
MUSIC AND SOUND PRODUCTION
When I had my recording studio, some of my customers were media producers. They always complained that the sound design and music production were left for last, to be done at the last moment and in a rush. I kinda feel guilty of doing that myself nowadays.
There's been a little bit of everything going on lately. Sometimes I struggle to find time and energy to work on this, but every little bit of progress counts.
As always, thanks for all your support.
THE LOGBOOK
It was redone from scratch. It's now a big list, instead of being separated by categories. It's still ordered and labeled, and reading logs is a lot more intuitive. Just 1 button to display the (sometimes scrolling) text, that's it.
The log pictures are bigger, and each entry can feature multiple images, as the text updates.
Some of the cooler ones (Metroids and Minibosses) might end up featuring original concept art in these images.
It's a minor detail overall, but it improves the way the story is presented, for those who take the time to read it.
ZETAS AND OMEGAS
Zetas are being balanced for normal mode now (they were extremely frustrating, but some features will be kept for Hard mode), and some frames of animation are being added to some of their attacks (well, to some of their bodyparts).
They still need more testing, since there are still some very convoluted and risky ways of tanking them.
Omegas will receive the same animation engine overhaul the Zetas did. Luckily they are much heavier, less agile, and easier to animate, compared to Zetas.
AREA 4
Not much progress here. The map, scripted events and Metroid battles are in place, still being tested and polished.
AREA 5
The area is being redone, both to house the new item that will be found there and its corresponding puzzles, and also to allow some area specific mechanics to be implemented.
I don't want to spoil the surprise of the first time playing the areas, but I can say it's going to be as unique as the other areas, gameplay wise.
Right now the layout is planned, and basic rooms are going to be added to connect existing rooms from the old layout and new ones.
MUSIC AND SOUND PRODUCTION
When I had my recording studio, some of my customers were media producers. They always complained that the sound design and music production were left for last, to be done at the last moment and in a rush. I kinda feel guilty of doing that myself nowadays.
There's been a little bit of everything going on lately. Sometimes I struggle to find time and energy to work on this, but every little bit of progress counts.
As always, thanks for all your support.
Comments
Regarding music, are you aware of this project http://smproject.ocremix.org/index.html
get inspired by their awsome work. I do not know anything about their music license but maybe you can use parts of it if you like them, at least you can ask them if you would :)
Happy coding! You are always in my RSS feed for years!
BR Bastl
May The Force Be With You !
Can't wait to see the other metroids and zones. Keep up the awesome work :)
One thing to suggest to your scrolling text. I'd recommend adding a button in the log book that speeds up the text only while the button is pressed. I'm a very fast reader and in some games I get slightly annoyed when I read to the bottom and have to wait for the new text to creep up.
Its going to be awesome :3
Also the Spider ball could use a bit better of an effect I think, help give it a bit more flash.
can't wait to play the next build of AM2R, keep up the good work!
Ever since I first tried Metroid I was instantly hooked on the series, and consumed every bit of Metroid content I could possibly get my hands on. With Nintendo not having made a true Metroid title for over 7 years now, I have been hurting for a new Metroid game to play, and your game delivers in spades. I think it's better than Zero Mission, in fact. Thank you so much for making this, I hope to be able to play the complete game someday. It must be a lot of work but know that people out there are enjoying your game every bit as much as an official Nintendo Metroid game.
I'm waiting so much the next 2 areas of the game!
1. The ability to remove the powersuit and play as ZSS
2. Instead of aim-lock, enemy-lock, where Samus will always face the enemy that she is locked onto.
I explored again the 1.34 version and I realized something: The mining facility looks kind of empty compare to the other places. I like this place, the atmosphere inspire loneliness, but it's like there's no enemy there, and no danger either. Wouldn't be cool to put this whole region in the dark like you did in the second part of the 3rd area, with a bit more monsters ? (That's just a suggestion of mine, but still, the game is already awesome now)
Gracias por tu esfuezo amigo.
Nintendo needs to hire you. This is amazing. It is better than any metroidvania I have played and the production value is insane, despite the fact that there IS no production value!
Just keep up the amazing work. I would literally pay full price for the final product.