Metroid-inspired project progress - Journey Galactia

Show us your works in progress and request feedback

Post » Wed Jan 28, 2015 9:33 pm

Hey guys - I had some great feedback on this project, and while I haven't posted on it in some time, it's definitely not been idle this past month and a half. I did decide to start a new thread though... because the old one got buried pretty far down. I hope that's ok.

You can view some of the older updates, along with some older playable builds, here:
metroid-inspired-project_t119359

Some notable news for those of you interested in this project:
1. Notable UI changes to level selection and status screen
2. Added a weapon acquiring system (notable, flame thrower)
3. Implemented a supplemental procedural level generation system with an automapping feature
4. Added several new enemy types (notably in the screen caps below, a hive-type enemy
5. Various graphic and gameplay improvements and additions

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Title screen and level select screen, with ranking

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Simple weapon acquiring, including flame thrower

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Tileset, hive, and swarm enemy type test

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Random level generation, including enemies and objective collectibles and automapping

Playable build coming soon. Thanks guys in advance for any and all feedback.
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Post » Thu Jan 29, 2015 12:33 am

This is pretty awesome, @mudmask! Looks like you've been busy. :)
The new flame thrower looks great, and the procedural levels sound like a pretty cool addition.

Can't wait to see more! :D
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Thu Jan 29, 2015 2:25 am

@ryanrybot thanks man! one feature I wish I could've nailed a bit easier was the color change effect... unfortunately, that's just not something that's readily available on all platforms. eventually I'm going to need some graphic design help too..
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Post » Thu Jan 29, 2015 5:32 pm

Nice job mudmask! A lot of work went into this and it shows. I played through a bit of the 12-15 build today and just had some feedback on the controls. Having duck be a toggle is a little strange. I just want to stand up after I release the button. I'm guessing it's a toggle because you press down again to get into a crawling state to place bombs. It feels overly complicated. The bomb placement could just be a different button.
I also agree with @ryanrybot - the jumps are way too fast and hard to control. It's tough to line up a shot trying to jump and shoot an enemy.
Lastly, gamepad support!
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Post » Thu Jan 29, 2015 6:09 pm

@UberLou - thanks man. that's a lot of good feedback, and I will take it to heart. I'm definitely open to suggestions for a different crawling mechanic.
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Post » Thu Jan 29, 2015 6:47 pm

What about getting rid of the stationary crawl state altogether?

Duck=down
Crawl=down+forward
Bomb=c
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Post » Thu Jan 29, 2015 10:31 pm

Looks sweet man
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Post » Fri Jan 30, 2015 4:40 pm

@megatronx - thanks man!
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Post » Fri Jan 30, 2015 7:10 pm

Looks very promising! :O
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Post » Fri Jan 30, 2015 7:19 pm

This is looking better and better. Wondering how you're going to put together "level selection" and "metroid-like". From a design perspective, can you tell us more about that choice?
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