The grunt work is done! Now we are on to making FSMR awesome. The next steps we will be taking will be to make the game as Zero Mission-ish as possible. This will require me to change all of the beam sprites and and modify the HUD. After that, it will be on to level design.
We also are planning a demo for FSMR which I hope to release sometime next month. The demo will take place on a set of chozo ruins. Much like in AM2R's tech demo you will not need all of the powerups to complete it. There will be terms of winning like defeating a boss. That is enough for now.
See you next post!
Saturday, March 27, 2010
Monday, March 22, 2010
Grunt Work
Hello Readers, well, there are always downsides to making a game and now we are expiriencing one of them. Our engine needs fine tuning and we are animating sprites instead of working on programming and level design as we would like be. Unfortunately these road blocks are unavoidable because the game wuold not look good or function properly without them. The end is in sight though we are 1/4 of the way through the bare minimum of spriting. Also, we've changed the original FSMR suits to the MZM suits with a little editing as shown here:
That's all for now, see you next post.
That's all for now, see you next post.
Saturday, March 20, 2010
Welcome!
Hello readers, welcome to the FSMR blog. FSMR or First Super Metroid Remake is a project dedicated to remaking the popular Super Nintendo game Super Metroid. We will be incorperating Metroid: Zero Mission graphics, new bosses, enemies, areas, and powerups, as well as advanced physics and gameplay into this remake while preserving many well known aspects of Super Metroid.
Our current engine is in production but is nearing completion. We currently have a working HUD (heads up display) with a mini-map and weapons display. We also have added some powerups to the mix including all beams with combos, the speed booster, morph ball, bombs, spider ball, power grip, missiles, super missiles, and power bombs. Underwater pyisics as well as slopes and jumping have been coded.
We also have completed the first 14 rooms of FSMR and have some screen shots to show for it.
Our current engine is in production but is nearing completion. We currently have a working HUD (heads up display) with a mini-map and weapons display. We also have added some powerups to the mix including all beams with combos, the speed booster, morph ball, bombs, spider ball, power grip, missiles, super missiles, and power bombs. Underwater pyisics as well as slopes and jumping have been coded.
We also have completed the first 14 rooms of FSMR and have some screen shots to show for it.
Thanks for reading! Expect more updates soon.
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