Metroid-inspired project progress - Journey Galactia

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Post » Fri Jan 30, 2015 7:49 pm

@trisbee - thank you!

@alvarop - hey man, thanks for ongoing feedback. That's a good question - I guess some of the 'inspired' aspects of the project relate to exploration, discovery, problem solving, and some of the mission-type aspects of the later games (fusion, other M even). I have a simple upgrade system in place too, with some back-tracking elements planned.

@ryanrybot also suggested this...
"Sequence breaking could be cool, in the way of secret passages and such. In Super Metroid most sequence breaking has to do with abusing your abilities, but since most of them are absent in your game so far, a less linear approach to level design might work equally as well."

So I've also started putting short cuts and different discovery things into a few levels.

BUT is it a Metroid-Vania? The engine I think could be adapted to that - it's a really robust engine so far, and I'm planning on making a few more 80's era classic inspired games using it (but I gotta stick to one thing... right?). I would say that since there's a back tracking element, exploration, inaccessible areas - in that sense, there's a large element of that. But because it's actually comprised of multiple smaller worlds to explore, as opposed to one larger, open world, and you more or less are going in order, I guess in that sense it's not really. I guess, if you played Castlevania: Order of Ecclesia on the DS, that's sort of how that game worked too.

When you boil down a Metroid game though, sure - the areas are interconnected, but they're still kind of separated too you know? But I guess the main difference would be how you go about accessing those areas - and the key is exploration and problem solving.

The main idea that I had going into this that I was trying to tackle was the how to reconcile a Metroid type game with a Casual gaming model. I also have to consider, though, how much do I want to cater to that market if I eventually want this to be a profitable project? I want the challenge to be there for sure, but I know that gamers born outside of the 8-16 bit era are used to games being a little easier.

Anyways. That was a big answer! Sorry man! I guess that question just inspired me. Definitely let me know if you need clarification or if you have any other questions. And thanks again for your interest man. It's super encouraging.
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Post » Fri Jan 30, 2015 7:51 pm

Also... what do you guys think of that name? "Journey Galactia" ? Going to purchase a domain, but I just want to be sure it doesn't sound lame...
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Post » Fri Jan 30, 2015 8:05 pm

It sounds good. But it also has a kitschy-value to it too, à la David Lynch's Dune (the whole game makes me think of that). It's not a bad thing though, but that's the feeling it gives me. If that was intended, then great. If not, maybe it's not the right name for it.

Just my opinion, though.
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Post » Fri Jan 30, 2015 9:04 pm

In terms of level selection, and the non-linear approach to the genre, have you thought about letting the player complete the levels out of order and perhaps having certain shortcuts for earlier levels be accessible with items from later levels?
Say, there is an objective on level 3. You could take the normal route to reach it, but there is also a shortcut that can be opened with a powerup aquired on level 5.

One downfall of this would be if you ran into the shortcut before obtaining the item needed, you might get frustrated that you can't progress, assuming that it was the intended path. So you would have to make the normal path "super" obvious.
As you can tell, I haven't really thought this through and I'm kinda just brainstorming out loud. ;)
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Fri Jan 30, 2015 9:43 pm

@Ryanrybot That sounds very interesting, in regards to frustration. Unless the game telegraphs that getting to another place requires a power; maybe by unlocking another power early in the first level to give the player a clue that you can get new abilities as you play through the game. Or even visual clues etc.. - then it shouldn't be too much trouble I don't think.

This approach give the player incentive to play through every level at least twice but not in the same way, smart.

*takes note*
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Post » Mon Feb 09, 2015 12:40 am

mudmask wrote:Also... what do you guys think of that name? "Journey Galactia" ? Going to purchase a domain, but I just want to be sure it doesn't sound lame...

It's awesome. Go for it, but do a bit of research of trademarks before going 100% forward. Still, it sounds right.
Closest sounding thing to it is Battlestar Galactica and it's pretty far away.
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Post » Mon Feb 09, 2015 5:30 am

I like the name, game is looking pretty fun. Keep it up!
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Post » Mon Feb 09, 2015 4:52 pm

@notnsane and @genkigenga - thanks guys. I did some google searching and nothing came up... it does kind of have that battlestar galactica kind of feel, that's something I worried about from the get go... but like you guys mentioned, it seems like a good fit. I actually came up with the name when I researched the origins of the word 'galaxy' and went back to more of the greek root of the word.
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Post » Sun Feb 15, 2015 6:58 am

Quick update... example of a simple secret passageway and a new enemy type:
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Post » Tue Feb 17, 2015 5:07 am

This is pretty epic! :D
Great job @mudmask!
Be sure to check out my Metroidvania game, A Hole in the Earth
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