Testing
A couple weeks ago, the testing phase began for Area 5.
During the process, a lot already changed. Many rooms were improved with extra tile work, access to certain areas and the overall flow of the entire place was revised.
There was a fair amount of new bugs, caused by the new mechanics developed for the area, and they're being fixed as soon as they are discovered.
Every time I introduce a boss to the testing team, it's a process of nerfing it down until it's easy enough to decypher, but tough enough to pose a challenge. The starting version of each boss is usually very hard, being myself the only one that can predict its movemet.
As of today, not even I can beat the area 5 miniboss without taking serious damage. There's still a lot of room for improvement, the fight is still far from feeling fair.
At this pace, development will shift to the final areas pretty soon, bringing us closer to the finished game.
I want to thank all the people who volunteered to translate AM2R in their native language. I'll contact all of you when the game is closer to release, so we can coordinate the localization efforts.
During the process, a lot already changed. Many rooms were improved with extra tile work, access to certain areas and the overall flow of the entire place was revised.
There was a fair amount of new bugs, caused by the new mechanics developed for the area, and they're being fixed as soon as they are discovered.
Every time I introduce a boss to the testing team, it's a process of nerfing it down until it's easy enough to decypher, but tough enough to pose a challenge. The starting version of each boss is usually very hard, being myself the only one that can predict its movemet.
As of today, not even I can beat the area 5 miniboss without taking serious damage. There's still a lot of room for improvement, the fight is still far from feeling fair.
At this pace, development will shift to the final areas pretty soon, bringing us closer to the finished game.
I want to thank all the people who volunteered to translate AM2R in their native language. I'll contact all of you when the game is closer to release, so we can coordinate the localization efforts.
Comments
¡Saludos!
A Fan
If not, then i'd be happy to provide you with one.
Is there a textfile with all english dialog/text that you could send me?
Happy if I could be of use //MadDarmani97
Love hearing about the progress, long time follower (6 years)
Dude. You just made my week, just by writing that.
You're literally doing God's work ~
If the going get's rough, keep your head held high and remember how far you've come with everything, including this!
<3
I really appreciate your hard work! This project is absolutely fantastic! Can't wait to play the next demo.
As a hardcore metroid fan, I would like to contribute something to this project. If you need any help with a German translation, I am a teacher from Germany who would gladly assist in translating the whole thing!
I still hope that there will be save-states :).
Metroid isn't Mega Man hard, so you really don't need savestates :)
Pd: If you need support with Spanish translations, feel free to contact me! I'd be pleased to help with the project any way I can; I only wish I had known about it sooner haha. Keep up the good work!
Saludos desde Ecuador!
I think it is not fun for exploration based games.
If you don't like them, again, just don't use them. ;)
And sorry if I already have posted a similar comment some time a go, I'm not sure if I did...
I do, however, have a few suggestions. The first is concerning the items you can find. I feel like, in general, they're too easy to find. There are a couple somewhat tricky ones, but none that are very hidden. I want to work for my 100% completion! Thinking back to Fusion and Zero Mission, there were several pickups that were not only in sneaky locations, but involved tricky and clever Speed Booster and Space Jump sections, as well. Not every hidden collectible has to involve a section like this, but it would be nice to have the satisfaction of finding that last item after a good search.
On the subject of items, every area you go to, you can collect every pickup there on your initial (and only) visit. It's true, Metroid II is a more linear game than most Metroids with an almost level-based feel to it, but I feel like having items in early areas requiring powerups from later areas would make it feel a lot less linear, at least as far as 100% completion goes. Take the landing site, for example. It would be cool if there was a reason to go back there with the Space Jump other than filling out the map or beholding the awesome sunset background that it changes to after a certain point in the game. But considering you have two major areas left, and there are at present only 52 pickups to find, I kinda have a feeling you already plan on doing this. At least with Power Bomb expansions, anyway.
Finally, the escape in the fourth area. It. Is. Incredible. Even if the timer is mostly scripted (is it possible to fail at that section?), and I understand why it is done that way, it still manages to get my blood pumping trying to get the heck out of there. That said, with the timer being so lenient and scripted as it is, I feel like the boss in that section almost loses its purpose; as a way to slow you down. If it can't fulfill that purpose, can I suggest giving it a new one? Make the bot more dangerous than it currently is. Even if it's simply making his attacks deal more damage, or giving the wheels more health/making it so you CAN'T destroy his movement capabilities (which would be enough to give the fight a renewed sense of urgency), it would make it far more exciting than it already is.
Again, I can't stress enough what a terrific job you're doing with this game. Keep it up! Thank you very much for all the time and effort you've put into it thus far (over the course of...10 years, now? Wow, THAT'S dedication! I applaud you, sir), and I'm absolutely excited to see the finished product.
And thank you for taking the time to read this extremely long-winded comment. I probably could have said this using half of the space I did. =P
Muchos ánimos y ojalá lo termines pronto y podamos disfrutar del primer Metroid 2D desde hace casi 12 años. Tiene pinta de estar a la altura de las entregas de GBA o incluso del mismisimo Super Metroid.
Un saludo.
I humbly would like to volunteer myself to translate from English to Spanish this beautiful game. Let me tell you about me. I am a 30 year-old teacher of English and I am from Chile (the country, not the spice, lol). Well, I am a huge fan of the Metroid series and one of my dreams is to coolaborate in game translations. I don't have any experience but I am positive that I will be an asset to your translators' team, and maybe this will be the first step for my dream to come true.
Looking forward to hear from you.
Luis Villagran.
please send it to pigeonboy52766@gmail.com
Metroid: Extinction (A Metroid II Remake)
Anyone else?