Khrene Cleaver Posted August 16, 2020 Share Posted August 16, 2020 >So yeah, I'd appreciate some feedback on how I can go forward with my game, since I'm getting confused again with it's current direction. I just can't figure out how to make more impacting environmental setpieces (like when in metroid fusion, the game mine is based off, the sa-x blasts through the wall and looks at you). Subtraction. All the Metroid games do this to an extent, but Fusion really capitalizes off creates tension be taking away Samus's abilities and giving them to her foe. Same goes for the end sequence in Zero Mission, and to a lesser extent the end of the power bomb sequences in AM2R. I don't know what vibe you're going for, but consider limiting your character's options. Give them an ammo count, have a pesky enemy steal their gun, have them have to escort someone. Maybe say the energy field their power-suit's barriers emit radiation and you don't want to destroy the precious item or hurt your fragile NPC. Cause you know, if your character is all powerful, you have no room to create challenge or growth. With that said, you might want to tinker with changing the core mechanics too. Note the only metroidvania that's mechanically close to Super Metroid is Axiom Verge, and it still limits movement speed and transversal options and replaces the most powerful powerup with subversive/world bending ones. It's case there isn't much room for designing interesting combat situations or even platforming situations in Metroid, because well, Metroid isn't a game a about combat or platforming. Those things are supports to Metroids core engagement: exploration. It's the reason why the final upgrade in the game is basically flight, now you can go anywhere and destroy almost anything that isn't a boss or a laser beam. If you're gonna continue with this project without reducing/changing your combat options, you'll need to develop an interesting world to explore that's aesthetically different from Metroid, or plays with and/or develops upon Metroid's world design language. By world design language I mean stuff like, you see a crack in the wall? Shoot/Bomb here. You see a space that too small to fit in? You'll need an alt form or another body. Relevant internet funny man: 13:05 to 14:05 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted August 21, 2020 Author Share Posted August 21, 2020 On 8/16/2020 at 6:30 AM, Khrene Cleaver said: >So yeah, I'd appreciate some feedback on how I can go forward with my game, since I'm getting confused again with it's current direction. I just can't figure out how to make more impacting environmental setpieces (like when in metroid fusion, the game mine is based off, the sa-x blasts through the wall and looks at you). Subtraction. All the Metroid games do this to an extent, but Fusion really capitalizes off creates tension be taking away Samus's abilities and giving them to her foe. Same goes for the end sequence in Zero Mission, and to a lesser extent the end of the power bomb sequences in AM2R. I don't know what vibe you're going for, but consider limiting your character's options. Give them an ammo count, have a pesky enemy steal their gun, have them have to escort someone. Maybe say the energy field their power-suit's barriers emit radiation and you don't want to destroy the precious item or hurt your fragile NPC. Cause you know, if your character is all powerful, you have no room to create challenge or growth. With that said, you might want to tinker with changing the core mechanics too. Note the only metroidvania that's mechanically close to Super Metroid is Axiom Verge, and it still limits movement speed and transversal options and replaces the most powerful powerup with subversive/world bending ones. It's case there isn't much room for designing interesting combat situations or even platforming situations in Metroid, because well, Metroid isn't a game a about combat or platforming. Those things are supports to Metroids core engagement: exploration. It's the reason why the final upgrade in the game is basically flight, now you can go anywhere and destroy almost anything that isn't a boss or a laser beam. If you're gonna continue with this project without reducing/changing your combat options, you'll need to develop an interesting world to explore that's aesthetically different from Metroid, or plays with and/or develops upon Metroid's world design language. By world design language I mean stuff like, you see a crack in the wall? Shoot/Bomb here. You see a space that too small to fit in? You'll need an alt form or another body. Relevant internet funny man: 13:05 to 14:05 Thank you for your feedback! Yeah maybe having an "ammo counter" for all my games bullets would increase the tension a lot gameplay wise? Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted August 29, 2020 Author Share Posted August 29, 2020 Made a new tileset and bg, that's meant to flesh out my ideas and concepts of what I want the final area in my game to look like. Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted October 23, 2020 Author Share Posted October 23, 2020 (edited) Been a while since I remembered this place existed...anyways, here's an update to my game's progress.https://imgur.com/zS0kf8T It shows xga being able to patrol rooms on his own, hunting down the player. Edited October 23, 2020 by Dinar87 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted November 22, 2020 Author Share Posted November 22, 2020 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted November 27, 2020 Author Share Posted November 27, 2020 New enemy animated Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted December 1, 2020 Author Share Posted December 1, 2020 Sector 4(snd) Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted December 1, 2020 Author Share Posted December 1, 2020 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted December 17, 2020 Author Share Posted December 17, 2020 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted December 22, 2020 Author Share Posted December 22, 2020 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted January 1, 2021 Author Share Posted January 1, 2021 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted January 13, 2021 Author Share Posted January 13, 2021 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted January 24, 2021 Author Share Posted January 24, 2021 FE Custom Class: The Shovel Knight! Quote Link to comment Share on other sites More sharing options...
copywright Posted January 29, 2021 Share Posted January 29, 2021 Whoa, really nice sprite! That tunnel animation is top notch, man. Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted January 29, 2021 Author Share Posted January 29, 2021 12 hours ago, copywright said: Whoa, really nice sprite! That tunnel animation is top notch, man. Thanks Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted February 4, 2021 Author Share Posted February 4, 2021 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted February 9, 2021 Author Share Posted February 9, 2021 (edited) http://i.imgur.com/h0qP6ew.gifv I've made a color swapping shader in Game Maker just today, shown off here. Edited February 10, 2021 by Dinar87 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted February 19, 2021 Author Share Posted February 19, 2021 More gameplay of 'XGA', my metroid-clone game Quote Link to comment Share on other sites More sharing options...
Sturges Posted February 19, 2021 Share Posted February 19, 2021 For the shovel knight, I like that the shovel is also an axe! In XGA are you making it so that if you played perfectly you could not get hit? Your player character makes me think of Sonic, a bit, with the blue and green. That jumping looks frustrating 🙂 Your animations seem very polished to me. Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted March 25, 2021 Author Share Posted March 25, 2021 New gameplay of XGA Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted March 26, 2021 Author Share Posted March 26, 2021 (edited) Btw if you want to play the latest version, here it is.https://dinar87.itch.io/dinar87s-metroidvania-demo/devlog/235834/bug-fixes-and-more-content-in-general Edited March 26, 2021 by Dinar87 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted April 18, 2021 Author Share Posted April 18, 2021 More custom anims... Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted April 23, 2021 Author Share Posted April 23, 2021 (edited) Cutscene images for 'XGA'. Please take a look :D Edited April 23, 2021 by Dinar87 Quote Link to comment Share on other sites More sharing options...
Dinar87 Posted May 21, 2021 Author Share Posted May 21, 2021 'XGA' game demo, for getting feedback on the game design and how it could be improved.https://dinar87.itch.io/dinar87s-metroidvania-demo/devlog/255777/playtestingfeedback-wanted Quote Link to comment Share on other sites More sharing options...
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