Page 1 of 1

A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Sun Jul 15, 2018 8:05 am
by chuckster
Short introduction and note-taking:
So I've been spending a lot of time studying Metroid games extensively and discovering what makes a Metroidvania good. I took some notes down, in fact:

super ultra mega block of text: show
"What makes a Metroidvania good?
  • Non-Linear, interconnected worlds are amazing for immersion and replay value.
  • Optional power-ups are wonderful rewards for the outgoing. Try to make them as optional as possible so people can gain power at their own rate. If you want the power, it's up to you to obtain it.
  • Try not to make backtracking tedious. Give the player mini-objectives to do whilst backtracking, or even provide late game shortcuts.
  • Allow secret discoveries intended for later to be pseudo-discovered early for the skilled and curious.
  • Try to not break immersion, it only ruins the experience for the player. A good world which makes sense is a good world for the player. Also, try not to make enviroments conflict. It, yet again, breaks immersion.
  • Give players a safe environment to test out new items they acquire on their journey. Try to force them to use the item. Super Metroid does this with the High Jump Boots, dropping them into the room where they can't jump high enough to get out until they obtain the High Jump Boots.
  • Secret areas are virtually a must. It's optional, but for the ones who go out of their way for them are rewarded heavily.
  • Atmosphere is vital.
  • As for the 'vania' part of Metroidvania, try to avoid XP if you're going to focus on Metroid based gameplay. XP values grinding over exploration for progress, so try and stay away from it when possible. For example, in XP based games, rather than thinking: 'Well if I want to get powerful, I might as well go searching for some powerful items.' people would think 'I can always just grind here...'.
  • Rather than making power-ups making you powerful and almighty, make them unique. Beams in Super Metroid aren't really 'stronger' but rather 'different'. Ice Beam freezes enemies, Wave Beam travels through walls, ect. It offers variety in gameplay."

After that, I've been coming up with possible storylines, do's and don'ts, the lot. Making a Metroidvania has always been something I've wanted to do, so maybe now is the time (Of course, I don't know how to code which is ironically hilarious.).

Basic storyline and character:
I came up with the idea of a space station being invaded by alien lifeforms (Which have their own ship.) and a large majority of the security force and scientists die (This is to prevent dialogue as much as humanly possible. I'm a man of storytelling, but Metroid games never used dialogue [UNTIL STUPID METROID FUSION AND IT'S STUPID LINEAR GAMEPLAY CAME ALONG] Instead they used visual elements to let the player have control over what happened. Big focus on imagination, you know?) leaving a singular scientist alive (With a few off screen survivors, of course. You just don't meet them.). The scientist ends up either:

  • Has to jump into a sort of Power-Suit-esque item (Not blatantly ripping off Nintendo, because that's how copyright strikes happen.) in order to survive.
  • Picks up weapons as they make a move through the station, starting with an Emergency Grade Pistol.
I feel like a suit is a better option, maybe? I was thinking start the Scientist in a NO-DIALOGUE CUTSCENE where they awaken on the floor with wounds all over them, they pull out their Emergency Grade Pistol and roam around (In fact, I would make them limp to move slower. Takes a lot of power away from the character, and specifically makes them feel in extreme danger.) attempting to find something of value. They find a prototype suit the scientists were studying and jumps in, uses the suit to traverse, gains more power via prototype suit attachments lying about in the station, slowly gains power, you know the drill. The suit option leaves a lot more open, because a normal coat wearing scientist can't somehow adopt the ability to, say, fly in outer space with a jetpack and not suffocate (*cough* Concept for later *Cough cough*). Besides, it wouldn't make much sense for a scientist to have the ability to tank hits from aliens.

Themes, and the map:
The station is circular in shape, however, as you move along, you don't actually flow with the ring. For instance, if you were standing on the top of the ring, you would be standing upside down from a side on perspective. However, with the way I would design it, you would be standing normally from a side on perspective. That means the sides of the ring would be vertical, with a few rooms branching off them. I'm still heavily coming up with alternatives to this design. If you have any workarounds, post it below.

Areas would of course have their own environmental themes, but they would make sense. After all, you won't find an ocean or lake in the middle of a god damn Research station. Then again, that diddily darn Fusion did that. Eh, anyways. I'll go over the themes and areas I've thought up of so far:

  • Alien Ship: I plan on having this an area. Besides, the aliens can't be coming out of nowhere. It would be docked in the very small, not even an area, Docking Bay. The Docking Bay would reside next to the Cargo Area. This area would probably be the Tourian of the game.
  • Cargo Area: The fire area. Let me explain. Remember this?
    19 seconds younger me wrote:The Docking Bay would reside next to the Cargo Area.
    Yeah. Because the ship is docked so close to it, the thrusters are actually facing the Cargo Area. This makes it make sense, because as the alien ship slowly burned into the docking port, they completely set a blaze the Cargo Area. This area has you circumnavigate across pits of deadly fire, using cargo cranes to your advantage, the whole lot. It would open up some interesting combat and puzzles.
  • Lab Complex (At least what remains...): The area that had it the worst! After being blown up, the remains of the lab complex were scattered in space (Remaining close to the station.). This entire area basically takes place with zero gravity, which, remember when I said this?
    15 minutes younger me wrote:fly in outer space with a jetpack and not suffocate (*cough* Concept for later *Cough cough*)
    Yes that's right, you get to fight aliens in space with a jetpack! Don't worry, the entire area isn't all zero gravity. Certain parts of the remains were scattered, leaving some actual solid ground. You're probably wondering:
    *Insert username here* wrote:But TheLoafLord, you silly burrito, as soon as you enter it the gravity would instantly become zero!
    My workaround to this? It's albeit stretched: It's a lab. Labs have those special hazard locks that clean hazardous materials. The door opens. Door closes. Air sucked in or something like that. Gravity back to normal. Door in front opens. Yes, it's very stretched. If you come up with a better idea, post it below.
  • The Eco-Dome ("Yay, another man-made ecosystem." - Literally everyone.) Located at the center of the ring, held up merely by 4 elevator shafts leading towards it, is The Eco-Dome. It's made of very very thick glass (Come on, this is space, not grandma's backyard. Unless your grandma's a space cowgirl.). This is actually how the whole disaster happened. Remember what I said before:
    4 minutes younger me wrote:After being blown up
    Yeah. The aliens fired a plasma emitting capsule that smashed through the lab complex, and also smashing through the thick glass of The Eco-Dome. It lands in the middle of the dome and the capsule opens revealing many many hostile aliens. They attack from the inside, ect. The dome is virtually a big rainforest contained within a glass sphere. The zero gravity from the giant smashed part of the sphere dosen't course through the entire dome, luckily. The dome has a few doors and heavy metal walls contained within it. Opening the one next to the hole would probably cause zero gravity to course through the dome, so if you have a workaround for that, you know what to do.
  • Office Complex: Starting area. Thrown into chaos when the aliens invaded from the Eco-Dome. Not really much of a description to give here. Dead scientists lay about, with thrashed desks and computers.
  • Can't think of any other areas. Post some reasonable ideas below.
Well, with that massive list out of the way, I want to show you a sneaky preview of some mini-map graphics I worked on (And finished. I made modular pieces for every situation you might find yourself in relating to mini-maps.). Here is the picture:

Image

THIS ISN'T THE MAP IT'S A SHOWCASE OF THE GRAPHICS, THIS ISN'T THE MAP. I REPEAT, NOT, MAP. NOT THE MAP.

preview without the border (the border covers a little bit): show

Image


Any criticisms? Does it look ok? I've made an entire modular set, just to test and experiment with the map. I might update you on some progress on a basic map layout.

A conclusion for now:
It's still being planned out. I've taken and written many notes on possibilities, map layouts, what makes other Metroidvanias good (And bad.), the whole lot. Suggestions, criticism, the lot is very appreciated as always. I put a lot of time into writing this, as always. I enjoy making my posts detailed and humorous for you.

Fine, if I love non-linear games so much I'll marry them!

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Sun Jul 15, 2018 8:07 am
by PixelPest
You're asking for criticism of the map but imo there's not that much to judge...

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Sun Jul 15, 2018 8:09 am
by chuckster
PixelPest wrote:
Sun Jul 15, 2018 8:07 am
You're asking for criticism of the map but imo there's not that much to judge...
Ah I should have reiterated. My apologies: that's just the graphics strewn into a mini 'showcase' if you will. That's not the actual map.

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Sun Jul 15, 2018 8:16 am
by FireyPaperMario
I played only a few Metroidvanias in my life, and I know one "other" Metroidvania that doesn't use XP. And that game is VVVVVV.


But if I would give you some advice and criticism for making one, I would recommend making the Experience system optional imo

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Sun Jul 15, 2018 8:18 am
by chuckster
MarioRPGExpert93 wrote:
Sun Jul 15, 2018 8:16 am
I played only a few Metroidvanias in my life, and I know one "other" Metroidvania that doesn't use XP. And that game is VVVVVV.


But if I would give you some advice and criticism for making one, I would recommend making the Experience system optional imo
I actually have no plans for using XP. I'll be straight up here:

I hate XP. I hate grinding. I just don't like it.

It'll be more Metroid than Vania

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Sun Jul 15, 2018 8:19 am
by FireyPaperMario
TheLoafLord wrote:
Sun Jul 15, 2018 8:18 am
MarioRPGExpert93 wrote:
Sun Jul 15, 2018 8:16 am
I played only a few Metroidvanias in my life, and I know one "other" Metroidvania that doesn't use XP. And that game is VVVVVV.


But if I would give you some advice and criticism for making one, I would recommend making the Experience system optional imo
I actually have no plans for using XP. I'll be straight up here:

I hate XP. I hate grinding. I just don't like it.

It'll be more Metroid than Vania
Then i would recommend taking notes from playing VVVVVV

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Sun Jul 15, 2018 8:36 am
by Enjl
You can have XP without grinding and you can have grinding without XP. I haven't played a single metroidvania that had XP (unless Ori counts but that's super linear for a metroidvania, and also handles XP very well), but when I played Metroid, "grinding for missiles and HP drops" was very much a thing.

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Fri Jul 20, 2018 4:57 pm
by FireyPaperMario
As far as i know, if you're aiming for a "Collectathon" theme Metroidvania game, give the player a scent of accomplishment from collecting ALL of the key upgrades and power-ups with bonus features, like a "New Game+" or bonus challenges or something

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Fri Jul 20, 2018 8:37 pm
by Inspirited
Alright so about the graphics: Overall it works. I see 3 types of icons, a filled in square, an empty square and a... squished square? The squished squares are too weird for my tastes. Why does the vertical shaft with the squished squares at it's ends have extra pixels at it's top and bottom? Any particular reason to not just make it look normal like the rest of the map? Just making sure the map's graphics are not gonna be overcomplicated. Not a fan of the green stuff. It looks very noisy. Could remove some pixels of it (the top, bottom, left and right of the tiles).

Story and themes and all sounds good. Nothing too special, but still not a bad idea. Just focus on making a fun, good, metroidvania, have some cool stuff here and there, polish it and you're good to go xdddd Really appreciate your analysis of the metroidvania style. They're really fun games, but also challenging to design :D Seriously, good luck.

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Fri Jul 20, 2018 8:42 pm
by chuckster
Inspirited wrote:
Fri Jul 20, 2018 8:37 pm
Alright so about the graphics: Overall it works. I see 3 types of icons, a filled in square, an empty square and a... squished square? The squished squares are too weird for my tastes. Why does the vertical shaft with the squished squares at it's ends have extra pixels at it's top and bottom? Any particular reason to not just make it look normal like the rest of the map? Just making sure the map's graphics are not gonna be overcomplicated. Not a fan of the green stuff. It looks very noisy. Could remove some pixels of it (the top, bottom, left and right of the tiles).

Story and themes and all sounds good. Nothing too special, but still not a bad idea. Just focus on making a fun, good, metroidvania, have some cool stuff here and there, polish it and you're good to go xdddd Really appreciate your analysis of the metroidvania style. They're really fun games, but also challenging to design :D Seriously, good luck.
Thanks man. Could you tell me what you mean by squished, by the way? I got a bit confused that's all.

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Fri Jul 20, 2018 8:45 pm
by Inspirited
TheLoafLord wrote:
Fri Jul 20, 2018 8:42 pm
Thanks man. Could you tell me what you mean by squished, by the way? I got a bit confused that's all.
Image

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Fri Jul 20, 2018 8:52 pm
by chuckster
Inspirited wrote:
Fri Jul 20, 2018 8:45 pm
TheLoafLord wrote:
Fri Jul 20, 2018 8:42 pm
Thanks man. Could you tell me what you mean by squished, by the way? I got a bit confused that's all.
Image
Ah, gotcha. That's the elevator graphics. I went for a style similar to Super Metroid's elevator graphics (Shown below.):

Image

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Thu Jul 26, 2018 7:43 am
by FireyPaperMario
I do know one metroidvania feature you can use for yours:

Have key items you found lead you to new areas and rooms which will lead to another key item. Like in Wario Land 3: Mysterious Music Box!

:idea: :idea: :idea:

Re: A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE

Posted: Tue Dec 18, 2018 10:41 pm
by Oshi
Ahh yes, this is a great concept (kinda reminds me of a certain Frigate...), I would like to see it made into a real thing.

Also, you said that you'd take suggestions of area ideas right? Well, if it's a station then it's got to have some kind of power source...a reactor area would make perfect since, perhaps it'd have broken/malfunctioning technology and electrical wires hanging everywhere, or maybe an area that serves as the control center for the station but is also broken down as such.