Monday, November 2, 2009

The Untitled Update

Well, I figured now would be a good time as any to actually post an update on the game.

Since my last post, I've made quite a bit of progress, but I'll probably just list a few of the seemingly important (maybe?) ones.

First off, I've revamped the map system. In the old version, the map would fill out as you ventured into the unexplored regions of the map. Let's say you left one small region unexplored in a room, and sometime later in the game, you get stuck with no idea where to go. You open your map and see this unexplored area and spend 10 minutes to get there. When you finally reach the spot, it turns out to be a wall and you've got about 100 other unexplored areas to go to that may lead you to where you need to go.

tl;dr: Spending an hour to find the correct path isn't fun.

With the new map system, entering a room automatically fills out the room itself in gray. The explored parts of the room will fill in color.

Hopefully, this will eliminate any unnecessary backtracking. Areas are now also color coded to make it easier to distinguish on the map.

Also, remember how difficult it was to get the dash attack ability when heading left from the beginning? Well, I've added a save point right before that room.

I guess that wasn't really exciting for an update, so I'll just shut up and post random screenshots now.

Oh, before I forget, there's one last thing I want to mention! I originally planned to start adding music once the game was near completion since I'm not really a composer nor do I know anything about music. Nevertheless, I guess I just had some strange urge to put something together, so here it is! It's supposed to be the theme for the Titan Hive (Area 2) which originally had The Great Cave Offensive Theme from Kirby Super Star.

Any feedback to this theme would be appreciated.

Huh, writing up this post took longer than I thought. Oh well, I hope you guys enjoyed this update.


  1. I just wanted to say that this looks absolutely fantastic and that I can't wait to see the final results. Keep it up!

  2. The game's looking wonderful. I just had to comment on the map system. I think the system you've created is smart, and would lower frustration of people who don't want to backtrack only to find disappointment.

    But I want to make you aware of another brand of metroid fan (of which there are many). The other type of metroid gamer thinks that the metroid genre is special because it puts so much emphasis on exploration. They LIKE looking in every corner to find exits, failing until a discovery is made. Some feel that this is a great part of what differentiates the metroid design from linear platformers. Please make it an option for people who want more exploration and discovery in their games. Thanks!

  3. I'll consider putting in such an option since coding it should be fairly easy. I'll probably place it in a separate text file with a whole bunch of other game-state flags that can be turned on or off to adjust how the game is played.

    I guess I forgot to mention that the current map system only reveals visible exits in a room. Any hidden exits that lead to secret rooms or pathways will still need to be discovered. ;)

    Anyways, thanks for the suggestion.

  4. I saw this game from... somewhere and decided to give ita shot. I wasn't disappointed with what I've seen thus far, and the promise of netplay makes it sound even better. I can't wait to play the full version honestly.

    The game feels mostly like Kirby, only with the copy ability replaced with a beat-em-up asepct. Of coruse the map is totally a Super Metroid clone, but that's not a big deal because the main gameplay aspect feels really solid. well, excpet the fact I still can't jump very high. Is that first miniboss where I get it or something?

  5. The tune you came up with fits the stage. It kinda reminded me of one of the Zelda tunes (it was probably just the trumpets).

    The map system was a good idea, especially for the players that do a sloppy job of exploring. They would probably make a mess out of the map.

  6. can i ask what software you used to compose such a kick-ass old school sounding soundtrack? where the samples paid for or royalty free?

  7. PHL, are you looking for a music person? I would love to contribute if possible!