A possible Metroidvania by me + PREVIEW OF SOME MINIMAP GRAPHICS I MADE
Posted: Sun Jul 15, 2018 8:05 am
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:
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:
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:
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!
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
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.
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?
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.19 seconds younger me wrote:The Docking Bay would reside next to the Cargo Area.
- 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?
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:15 minutes younger me wrote:fly in outer space with a jetpack and not suffocate (*cough* Concept for later *Cough cough*)
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.*Insert username here* wrote:But TheLoafLord, you silly burrito, as soon as you enter it the gravity would instantly become zero!
- 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:
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.4 minutes younger me wrote:After being blown up
- 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.

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
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!


