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Project: untitled metroidvania
Project Started: 6th January, 2010 Last Update: 29th January, 2010
Project Owner: zezmoo Project Members: zezmoo
Project Type: Platform/RPG/Fighting Project Progress:

Project Overview  
Preview You play a girl with a tragic past on a quest for revenge against the man who killed her father and destroyed her hometown, that just may change the world, FOREVER!
... No, really, that pretty much sums up the plot, of course it leaves out a few key points, like the fact that the man who killed her father and destroyed her hometown is named Steve, or that he has no problems with wiping thousands of innocents off the face of the earth because "they are just npc's in some computer game" or that the girl steals an arm from ye-olde megaboy to replace the on she lost... and then there's the bubbles.

hidden behind a deconstructionist comedy is a rather solid platform/rpg, with a stat system that actually affects the platforming elements of the game in addition too the combatey bits, where you can dispatch your opponents with melee weapons, your stolen gun arm (depending on what you have equipped too it...) with an ever growing arsenal of special moves (think streetfighter2, but with the specials filling the same niche as spells in an RPG) or the old fashioned way, by jumping on there head.

Basically, imagine what would happen if megaman, super metroid, street fighter 2, final fantasy, and super mario bro's where all the same game (and all of those concepts had been done enough that someone needed too poke some fun)

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huh...
Posted 29th Jan 10, by zezmoo Post A Comment
So, my monitor recently exploded. Ohboy. As of such, I have not been working on this for awhile. The next step is to either get a new LCD for my laptop, or a new laptop. In the meantime, I am teaching myself flixel on my girlfriends computer in hopes of working on something slightly more original then this. This game is, even in its early stages, to much fun to abandon, but this is defiantly a hurtle that will lead to some serious downtime.
at the hump!
Posted 20th Jan 10, by zezmoo Post A Comment
Work on this is now progressing painfully slowly, The save/load feature is now fully implemented, and I have been tweaking the way the stats affect movement a little bit, the next step is to design and sprite the weapons, and of course finish spriting the main character. I have the upper half (torso, arm, head) in a profile view, but the legs look kind of wonky, so Im waiting for my girlfriend to figure out a good way to "attach" them. Im also playing around with the idea of including a minimap, but that wont be implemented for some time (as I need to start level design before I try to tackle that.)

In other more awesome news, I started a band. Its been far to long sense I played with other people, and there is a fair chance some of the music we make will end up in this, probably being remixed by the game engine. Currently, we are at the very early stages of being a band, I just finished writing sheet music for the cellist of our first song, and gave it to her to have a look at and start tweaking (seeing as I have no idea how to play the cello, and have never worked with anyone that degree of classically trained before,) and have had a few rather productive jam sessions with the guitar player. The current lineup consists of Sylvia on the Cello, Ruben on the guitar (he was the lead guitarist in my last band, and is a breeze to work with,) and myself, tentatively on the drums. I say tentatively because Im much better on guitar and keys then drums, and my friend Chloe MAY end up taking over as the drummer, but I have yet to work with her at all. Im kind of going for a psychedelic blues rock vibe with this band, mostly because Im fucking tired of playing metal, and have been listening to far to much Can lately. Expect some tracks to make it onto the internet in not all that long, as I plan to record most of our practice sessions in hopes of getting a demo (or at least some good loops,) as quickly as possible, to avoid this band meeting the same (totally lost without a recorded trace, leaving our few fans and more importantly, ME, rather dismayed,) fate as my last one.
twitch... twitch....
Posted 15th Jan 10, by zezmoo Post A Comment
Preview

Preview

I added in water, and motion blur, and in the process broke the engine, really hard. I would have been okay with it if I had broken the engine by actually doing something, but instead one of the active objects decided to change every single event having anything to do with it to point at a nonexistent active object with the same name, and a few events decided to just plain eat the subject matter (its really confusing to look at "Alterable value A>0" and not know what its the alterable value of.) Anyhow, I managed to get it running again (allot of events are now in object behaviors instead of the frame's event editor, or global events) and in the process, tweaked the jumping in a way that I think is for the best. It basically works the way it does in 90% of all NES games now, where if you tap jump, you do a little jump, and if you hold it down, you jump higher. Its a SUPER minor change, but I think if I didnt have something to show for all the editing and retooling code to make things work that already friggin worked, I would have gone insane. I guess, water and motion blur is totally something...
Ack, ini's.
Posted 11th Jan 10, by zezmoo 2 Comments
Futsed with the save/load functionality for a bit (read:Much longer then I should have had to considering how simple it is.) It works as of right now, but the menu is kinda ugly, so next up is to figure out how I want it to look, and then make it purdy. I also implemented a nifty little combo feature, so when you wail on an enemy, not only does the game make you feel awesome (I have gotten up to a little over 40 hits so far, and considering thats with two attacks and a special, thats not TOoooo shabby,) it also gives you some bonus exp. Ill probably include some other ways too get bonus' to your exp, so that the game encourages you to play it with skill, as apposed too just grinding for lvl's (I have probably been playing too much Muramasa of late.) I also tweaked the hookshot a tiney bit, so now you can use it on enemy's, and objects, and it can propel the two of you at each other (Its really satisfying to hookshot a flying opponent, then stab them to death before they get close enough to damage you, and use the momentum to continue airborne combat against another. Ill probably start implementing specific air based attacks pretty soon, to make aircombo's a bit more viable.) I probably need too tweak my knockback a little bit more, as I have occasionally gotten frustrated by breaking my combo due too poor luck with the knockback, rather then poor timing on my part. I might not tho, as it should be less of an issue with more variation of attack.

[EDIT]
I totally neglected to mention this, largely because I have the code disabled most of the time Im working on this game, as it is sort of annoying to have to pause my music every time I test some new function for 10 seconds, or make infinite dissonance, but the sound engine is basically done, I may tweak it a little bit more in the future, If I want too add anything nifty too it. Its loop based, and remixes itself based on whats going on onscreen, you can hear an example of some audio here ->http://drop.io/wcfecyj/asset/crystiline-mp3
but keep in mind that in game it will likely not sound like that at all.

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