Posts

The last stretch

I know we'll make it in time. See you then. EDIT : Project AM2R now has its own Twitter Account . Stay up to date with the latest news, anticipating the release. Countdown Clock

Balance and polish

As always, every time a new boss is added to the game, it ends up being too difficult for the average player after some playtesting. The Queen was no exception, even if she's not completely finished. So, I'm taking some extra time to balance her, including how the attack types are distributed, and how the player can replenish resources during the fight. Besides that, there was an overall revision of many details on all the areas. Some of the tilework that hinted at hidden areas without actually having anything there was changed. The last couple of items was added, some of them having dedicated rooms with small puzzles. Log entries were updated to their latest revision, and the map data is pretty much finished. We're getting closer to a complete game, and I appreciate that you followed the process all this time.

The Queen

Music production is, for the most part, done. There's just a couple songs left to polish, likely to be finihsed during the week. Now the production is being focused on the Metroid Queen. It's proving to be a very interesting process. I was able to make a nice looking animation cycle for its legs, using the knowledge I gained while developing the other Metroids. It doesn't look as static and robotic as it used to. The Queen has its original Metroid 2 attacks, and I'm experimenting with some new ones. The thing is, the limited space Samus has to move around the room also limits the variety of new attacks I can add without feeling cheap and frustrating to avoid. Unfortunately, I can't fill the screen with projectiles. So, new attacks need to be mostly timing based, making them fairly easy to predict when you learn them, but also making the fight feel predictable and formulaic. While the Queen fight works right now, it's going to take a bit of experimentatio...

Post April's fools progress report

This year's April project was a lot of fun. It took a couple months worth of lunch breaks to write the script. At first, it was going to be a complete text adventure, with room structure, inventory and events. But it was going to be pretty complex to produce, way too much time for a side project. Anyways, as for the progress of these couple weeks: Music production continues. Creating the right atmosphere and choosing the right instruments is quite a challenge, especially with the last couple songs. Also, the intro sequence is mostly done. There's a very brief Super Metroid style text intro describing the mission, followed by some brief cutscenes of Samus arriving at SR388. The timing is still being tweaked, and the music for this sequence requires the exact duration of the intro, so I can properly sync it. As always, thank you for following the project, and for all the support.

AMTA - (April's fools post)

After some headaches with the screen resize code, I was able to successfully build AMTA as an HTML5 app. I also fixed some typos and grammar issues, and added a way to speed up the text. This makes replaying the game much easier and faster. The next feature should be to make the entire script read from a text file, allowing easy customization and expansion of the story, for people who enjoy modding. Here's the updated download info: AMTA Another Metroid Text Adventure v1.0 DOWNLOAD Windows - Mega - MediaFire Linux - Coming eventually What is it? It's the ultimate Metroid text adventure. Choose your own path, survive the dangerous caves of planet SR388, uncover the secrets of the ancient Chozo, and take part in the most important event in the Metroid universe. Multiple paths CRT Style text Easy to read font, even on mobile Multiplatform Feel free to discuss the game at the forums . Please be mindful of spoilers.

Music

I started the last stretch of music production. Music is something I usually leave behind priority wise, compared to other duties. The later parts of the game have the coolest songs in the original, it'll be a nice challenge to remake those songs and keep the tense atmosphere. Also, I received help from a very talented composer for the original Area 5 song. Composing over Skype was a pretty interesting experience, quite different from other collaborations. The Omegas are looking pretty good now, even if they are still missing a couple more frames. Making revisions to eliminate cheapness and exploits is very time consuming. We're getting closer to the end.

Some screens

Image
Here are the screenshots I promised. Right before the main facility of area 5, Moheeks are pretty deadly underwater. The water effects were redone, the blue tint is a lot less intrusive than before. The upper part of area 5 isn't flooded. So it looks and plays like a traditional area. The caves right before the final area. This is the first normal metroid you encounter in the game. Please bear in mind that things are improving all the time. The metroid sprite is made of smaller moving sprites, and still missing the electricity effect. It looks a lot better in motion. Testing is still going on, now also including the late areas. The two big things that are going to be the final challenges in development are the Omega and Queen metroids, specially their AI and balance.  I'll get back to coding, have a good week!