Title: Metroid Infinity
Description: Getting less dead by the day.
StrafeHunter - April 6, 2009 11:42 AM (GMT)
Yes there is another topic for this but I have changed the stroy so much since them it seems pointless to revive it.
NOTE: The following is copied and pasta'd from Retroid studios so some of it might not fit. Bear with me. ;)
I invented the character Strafe when thinking of a story for a metroid game that doesn't contain Samus.
Ok, this is the story in progress:
It takes place at the same time as Metroid 2 and explains the pirate absence from that game.
After finding an incredible amount of space pirate activity the federation send one of their top agents, the general known only as Strafe to take down their operation. Strafe makes planetfall but strange antimatter energy disables most of his suit's functions. While trying to regain his abilities and destroy the pirates' facilities he finds more than he though... He discovers things connected to his past, a chozo creation labeled "Project Tempest" and a plan to destabilise the whole universe until he eventually confronts his worst enemy in the core of the planet...
I'm trying not to reveal too many spoilers as the public can see this.
I'm going to treat this like a game I could make despite the fact that I can only come up with the storyline and a few sketches.
Areas:
Most of Semikron is an underground cavern sytem and the space pirate excavations.
1. Surface - barren rock with radioactive winds scouring the terrain.
2. Jungle cavern - Plants and rock
3. Fire caverns - Rock and lava
4. Space pirate shaft facility - Cold metal and rock construction
5. Water Caves - rock and underwater areas
6. Ice area - Cold caverns and pirate storage facility
7. Pirate command - Metal with machinery
8. Metroid Hive - Organic looking walls and plants
9. Volatile mining facility - Strange construction and weird rock
10. Core - Strange glow and construction
These may change.
Drawings:
Enemy Concept ArtNew! Metroid Development cycle!Enemy and Boss Profiles (NOTE: Spinevine Tree profile is incomplete, finished version will have the Spinevine growing branches on both sides and a second form.
A very bad sketch of level 1
Miles07 - April 6, 2009 02:23 PM (GMT)
Dude, you don't have a scanner? That would work a bit better for the images...
StrafeHunter - April 6, 2009 03:51 PM (GMT)
kenji imatake - April 6, 2009 10:19 PM (GMT)
I wouldn't recommend making maps before the game... trust me, I made a bunch of awesome maps for M5F... but when I was revising the story the maps I spent a lot of time making had a drastic change. so new in fact I cannot just edit the old ones. make sure the story is something that makes sense and works before it's too late! (not saying it is as of now.)
StrafeHunter - April 7, 2009 08:21 AM (GMT)
Don't worry... I have ages to plan it all out... In fact, thats all I'm capable of doing.
kenji imatake - April 7, 2009 12:39 PM (GMT)
you need sprites, I can probably help with them.
StrafeHunter - April 7, 2009 01:17 PM (GMT)
If you want that would be awesome! :D
Now I need to learn to program...
Metroidude - April 7, 2009 01:24 PM (GMT)
| QUOTE (StrafeHunter @ Apr 7 2009, 07:17 AM) |
If you want that would be awesome! :D
Now I need to learn to program... |
If you're planning on learning... How about using a language called REALbasic? The reason I suggest it is because it is cross-platform. So if you run windows, it works on macintosh 9 and 10 and also Linux. (of corse you have to test it on other platforms too!)
StrafeHunter - April 7, 2009 01:34 PM (GMT)
I was planning on using gamemaker because everyone does...
But so far the closest I have to any game making skills is a begginer knowledge of mapping in Hammer.
Metroidude - April 7, 2009 01:45 PM (GMT)
| QUOTE (StrafeHunter @ Apr 7 2009, 07:34 AM) |
I was planning on using gamemaker because everyone does...
But so far the closest I have to any game making skills is a begginer knowledge of mapping in Hammer. |
oh well... (I cant even do that!)
Miles07 - April 14, 2009 09:12 PM (GMT)
Best way to learn, Metroidude, is trial and error. Those two will help you in just about anything.
StrafeHunter - April 15, 2009 11:08 AM (GMT)
Good news everyone!
My scanner is apparently working again so I will have some new drawing up here soon including the Metroid Devlopment cycle in NEW* Crap-O-Colour!
Miles07 - April 18, 2009 12:58 AM (GMT)
Hooray! I love Crap-o-Color!
Lactor - April 18, 2009 04:58 PM (GMT)
I've programmed a few games from scratch (simple ones, like space invaders), and Java seemed to work for me. Doens't sound like it would work at all for what you might be trying to do though. C++ is good if you tend to be more on the create-from-scratch end of the spectrum. But I doubt very few would want to go through that if you're making a fangame.
Lucifuga - April 18, 2009 05:50 PM (GMT)
Sound interesting enough...
Hmhmhm...I have a question.
Can I maybe contribute to this? I can actually make some half-decent enemy concept art. If you'd like I can find some stuff I've drawn and post it.
SniperStorm - April 18, 2009 08:59 PM (GMT)
StrafeHunter - April 19, 2009 01:40 PM (GMT)
Everyone. I have very little artistic talent so if you want to use my ideas you can, infact, please do! :D
Lucifuga - April 19, 2009 02:33 PM (GMT)
I will...Maybe.
I can almost draw plants. I think.
I have always been fascinated by the variation of vegetation in the Metroid games, especially Prime 1 and 2.
StrafeHunter - April 19, 2009 03:05 PM (GMT)
The second area I though of is a jungle area.
Lucifuga - April 19, 2009 03:22 PM (GMT)
I know. That's what made me interested.
StrafeHunter - April 19, 2009 03:43 PM (GMT)
:D
In fact, the whole idea behind this is a breath of fresh air from traditional Metroid, so feel free to be creative.
Now I need to go scan those drawings...
Miles07 - April 20, 2009 05:34 PM (GMT)
| QUOTE (Lucifuga @ Apr 19 2009, 06:33 AM) |
| I have always been fascinated by the variation of vegetation in the Metroid games, especially Prime 1 and 2. |
Of course, it's because the vegetation is in real-life 3D, right? But yeah, that's one of the more spectacular parts of the Metroid Prime subseries - the intricate detail they put on the big and lil doodads. Metroid Infinity should be similar too that, right?
StrafeHunter - April 20, 2009 05:50 PM (GMT)
If I get good enough to make 3D games its on the top of my list...
Metroidude - April 20, 2009 06:20 PM (GMT)
sounds cool!!
PS I'm glad you didn't overdo the Alpha this and Alpha that thing in your boss plans. They overdid it in MP2:E.
Miles07 - April 22, 2009 05:54 AM (GMT)
Too much Greek. Just a bit too much.
StrafeHunter - April 22, 2009 05:37 PM (GMT)
Yeah, the whole enemy scheme has two Alpha enemies. Also I have though of some new boss tactics... Stay tuned!
StrafeHunter - April 26, 2009 03:43 PM (GMT)
Great... I can't seem to upload my new drawings... You'll just have to wait until I can...
Yeah I double posted... but technically its an update on the status so...
Communist Shark - April 27, 2009 03:03 AM (GMT)
| QUOTE (Miles07 @ Apr 14 2009, 03:12 PM) |
| Best way to learn, Metroidude, is trial and error. Those two will help you in just about anything. |
No, no no no no!
You NEVER EVER code trial and error.
Read the documentation of whatever language/engine and libraries you're using. Use tutorials to get a general feel of how to code this and that.
Trial and error is never a good idea, you don't get a clear sense of how to code and optimize, you just get stuff like "oh, this works" and "oh, that doesn't work".
A good idea is to start learning the language that you're coding in first, and then whenever you're making the engine, experiment then, so you have a good idea of what you're doing.
Also, drawings look good. Good luck on your game. It's always great to see a fangame alive and growing.