Metroid-inspired project progress - Journey Galactia

Show us your works in progress and request feedback

Post » Tue Feb 17, 2015 5:34 am

@ryanrybot - thanks man. so much. trying not to make it too epic so I can actually get it done.. haha
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Post » Wed Feb 18, 2015 10:37 am

I love the limited palette. Blast from the past.
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Post » Wed Feb 18, 2015 2:52 pm

@cbx dude thanks. some of that palette will change at some point... haha - hey, nice cavestory avatar.
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Post » Fri Mar 13, 2015 8:09 pm

Quick update -

1. New Level objectives
2. New music system (but of course... this is just an animated gif)
3. Boss battles
4. Some minor HUD updates (weapon changing system, ammo that refills over time)
edit//5. Powersuit Changing system (new powersuit shown here)
A few other things not shown here...

Image
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Post » Fri Mar 13, 2015 8:11 pm

I also tweaked the jump physics just a bit, as per feedback
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Post » Mon Mar 16, 2015 12:33 am

Looks fairly good! Do you do the art yourself? I always wondered that but pretty sure I forgot to ask.

Also I forgot, is each room a different layout? How'd you do the scroll effect between them, I could be false remembered you used a plugin.
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Post » Mon Mar 16, 2015 1:56 am

@Nesteris - thanks amigo. I do everything myself at this point - everything from coding and art to music and sound effects.

I don't use any plugins or anything special for the layouts, every level has all the rooms already laid out in them. Since this isn't necessarily an open world game, I can skip trying to do really difficult tasks like that... although I have some theory as to how to apply this engine to a larger open world pretty easily. That might be some time in the future, but not with this project.
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Post » Mon Mar 16, 2015 2:22 am

mudmask wrote:@Nesteris - thanks amigo. I do everything myself at this point - everything from coding and art to music and sound effects.

I don't use any plugins or anything special for the layouts, every level has all the rooms already laid out in them. Since this isn't necessarily an open world game, I can skip trying to do really difficult tasks like that... although I have some theory as to how to apply this engine to a larger open world pretty easily. That might be some time in the future, but not with this project.


@mudmask

Oh, so each level is one layout and the rooms in that level are just a part of that one layout? My "engine" is 1 room = 1 layout.
I remember PMing with a guy who showed me a plugin to do what you do with the rooms, but with layouts instead. Can't find it tough.

Let me know if you want to make that, we could do it as a team. I've got a lot of stuff in my engine already done, although I'm terrible at AI.

Btw, the map/pause screen, that's a separate layout right? That's coming up on my list of things to do.
Currently in my game I have stuff like:
  • Save games
  • Save files
  • Main Menu
  • Wave Beam
  • Ice Beam
  • Long Beam
  • Missiles
  • Morph Ball
  • Morph Ball Bomb
  • Varia Suit
  • High Jump
  • Morph Ball Jump
  • Wall Jump
  • Energy Tank shown in HUD
  • Missiles shown in HUD
  • SpeedBooster
  • Speedbooster Blocks
  • Trapdoor blocks
  • Room Transitions
  • Save Stations
  • Doors that can only be opened with certain weapons
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Post » Mon Mar 16, 2015 4:01 am

Looking really good, as per the usual! :)
It's interesting that you went with limiting your weapon energy. I'd like to see how that feels in game.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Mon Mar 16, 2015 6:29 am

@Nesteris - that's a pretty extensive list! I don't know if I'd be ready to team up with anyone in the near future. I'd have to see how this project does. But hey - seems like you've been really busy man. the map screen is a separate layout, and it pretty much uses global variables and arrays to pull whatever the current data is and display it on screen. this is pretty much how it works:

pause button -> "pause" state is saved, go to pause screen
pause screen -> map is built, energy and current weapon is displayed
player changes stuff around and exits -> weapon and other modified settings are saved using web storage, "pause" state is loaded
(back in the level events) when "pause" state is loaded, load all the modified settings from web storage

@ryanrybot - maybe I should do a demo build soon huh? so I got the idea from the last zelda game to come out, a link between worlds, where your special items are limited by a replenishing meter. I'll have ways of refilling that meter, either through an item you can access in your inventory, or maybe through a pick up or something. I felt like I didn't want to go the route of traditional metroid games, where you just run out of ammo and that's kind of it until you find a way to get some more or hit up a recharge station - especially since this is mission based (level based) and a bit more fast paced. So... this kept it challenging but still kept the pace of level completion moving well. you can't just get a sweet gun (recently I made a lightning gun, for example) and just blast everything away. maybe that's kind of old fashioned though... in the age of casual gaming, at least.

thanks for the constant feedback guys! grateful for you two.
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