- The game formerly known as Metroid Infinity
- 07 Nov 2023 11:02:16 pm
- Last edited by CDI on 19 Nov 2023 01:29:19 am; edited 3 times in total
Ah, back in the saddle again. Or something like that. I did post a bit of a necro-update in this old thread about a game I had started working on in my senior year of High School. It was going to be a grandiose third entry in the Metroid fangame series that myself and Dream of Omnimaga had been working on. However as ambitions soared, and my days in school coming to an end, life changes sort of upheaved it. I did put forth a bit of effort in the late aughts and early 2010s but sadly what was a game that was about half done became lost to the sands of time and the crashes of hard drive heads.
BUT!
Now is not the time for lamenting, now is the time for me trying to accomplish some huge project yet again. However I am posting this here, and not in a forum more appropriate for calculator games, and that dear reader is because I have finally gotten down to the grindstone and started learning how to use a development environment called GB Studio! It's a relatively easy to approach game creator for the Game Boy, and can be leveraged with surprising results. "What sort of results?", you may be asking.
Right now it's a couple of testing maps, and only the one enemy. But I have the ship that is awaiting adventures. Doors that work! A morph ball that functions SIMILAR to that of Metroid games, but not quite the same. Shooting in 3 directions! And a whole slew of rather nice animation frames for our protagonist. I think this is the first she has been updated in thirteen years!
Now a project like this would not be complete without a list of goals in mind. And I have a fair few.
Now each of these things have their own challenges, and the whole game is up against some interesting obstacles because of my choice of how to develop it. But I find that challenge to be part of the fun, and honestly I feel like I could put together a big map with what I have now, add in some enemies, and still have a fun game. But what are the big things I am facing?
Most notably is that the morph ball can *bounce*, and in theory I could have that damage immediately adjacent enemies or objects, the precisely timed bomb jumping from the official games is not to be found here. There also lies another more strange challenge, because I am using this development environment I am beholden to some of it's quirks, one of which is that you cannot really change a collision map on the fly.. which almost rules destructible environments out. UNLESS I use a bit of a hackey work around, which I do plan on doing if I can't get it working the way I initially wanted. But that is fine, this is a game drawing inspiration from the Metroid series, and does not have to be part and parcel the same.
Short of figuring out exactly which tiling map editor will be the most effective for me to use, and creating more assets, I am well on my way to making something legitimately playable. And as if those videos above weren't solid enough proof that it's at least SOMETHING, you can try it for yourself here, just load it into your favorite Game Boy emulator and go wild.
I will note, there may be some debugging bleeps and boops left in there as I was sussing out some iffy scripts, ignore those!
But that is where I am with this! Oh and one last thing, I know they recently finished up the Game Boy Color tactical RPG "Infinity", but I still think that "Infinite" is a fitting name for this project, what do you think?
BUT!
Now is not the time for lamenting, now is the time for me trying to accomplish some huge project yet again. However I am posting this here, and not in a forum more appropriate for calculator games, and that dear reader is because I have finally gotten down to the grindstone and started learning how to use a development environment called GB Studio! It's a relatively easy to approach game creator for the Game Boy, and can be leveraged with surprising results. "What sort of results?", you may be asking.
Right now it's a couple of testing maps, and only the one enemy. But I have the ship that is awaiting adventures. Doors that work! A morph ball that functions SIMILAR to that of Metroid games, but not quite the same. Shooting in 3 directions! And a whole slew of rather nice animation frames for our protagonist. I think this is the first she has been updated in thirteen years!
Now a project like this would not be complete without a list of goals in mind. And I have a fair few.
- Missiles and an otherwise upgraded weapon.
- A power up system to help guard against environmental hazards.
- An expansive map that has you visiting varied worlds in your ship.
- Numerous bosses of varied scales
- Ambient music, and sound effects
Now each of these things have their own challenges, and the whole game is up against some interesting obstacles because of my choice of how to develop it. But I find that challenge to be part of the fun, and honestly I feel like I could put together a big map with what I have now, add in some enemies, and still have a fun game. But what are the big things I am facing?
Most notably is that the morph ball can *bounce*, and in theory I could have that damage immediately adjacent enemies or objects, the precisely timed bomb jumping from the official games is not to be found here. There also lies another more strange challenge, because I am using this development environment I am beholden to some of it's quirks, one of which is that you cannot really change a collision map on the fly.. which almost rules destructible environments out. UNLESS I use a bit of a hackey work around, which I do plan on doing if I can't get it working the way I initially wanted. But that is fine, this is a game drawing inspiration from the Metroid series, and does not have to be part and parcel the same.
Short of figuring out exactly which tiling map editor will be the most effective for me to use, and creating more assets, I am well on my way to making something legitimately playable. And as if those videos above weren't solid enough proof that it's at least SOMETHING, you can try it for yourself here, just load it into your favorite Game Boy emulator and go wild.
I will note, there may be some debugging bleeps and boops left in there as I was sussing out some iffy scripts, ignore those!
But that is where I am with this! Oh and one last thing, I know they recently finished up the Game Boy Color tactical RPG "Infinity", but I still think that "Infinite" is a fitting name for this project, what do you think?