**Build demo topic**

Yea, I’ll stick around, 072. I might even help around with some pogramming stuff, but I’m no longer taking the role of lead programmer on me.

Continuing on tivnav is a good idea. But I strongly suggest working on a tallon overworld demo, cuz I think everyone is sick of the space frigate by now…

Hmm, pages are screwed up… weird.

What’s tivnav?
Better yet, make your own area for the demo, we don’t want bits of P2D to feel samey once you play the full version.

I don’t really see how we can make a demo if we don’t have any code to base it on? Would you be willing to give the source to an elected lead programmer? I just don’t see how we can manage to produce something without your source code, I guess we’ll just have to wait for CFX.

its a secret >.>

Oh, a secret eh?
Why does this project still have secrets, unless that’s also a secret -which is likely.

TIVNav is Troid’s environment building program… of sorts.

A level editor then?

Yeah, it’s a level editor, but only for graphics. You stick in all the tiles, objects, water, backgrounds, doors to other rooms, and such, and then with a separate program you can zoom around the world as a little light. I plan to use it just as a way of keeping track of the graphics we need and making sure it all looks good.

Makes perfect sense, actually.
Just the graphics for it?
Would it not make more sense to allow you to make levels too, or would that have come later?

Well, since we’re using the editor to keep track of what resources are needed, I want to have as little time as possible spent in the editor and more time making the actual graphics.

So with tiles, for example, we don’t have to tile out every room, just draw a general outline with only one kind of tile, except in places where they actually matter. We’re also not focusing on room layouts much, just making sure everything’s included and looks nice (except tiles).

Actually building the game itself will come once we have an engine to use, so yeah, TIVNav’s just for getting our graphics done.

Oh, makes sense there, to a point.
What’ll happen now, though?

its being discussed

I thought you quit, S483. Or are you back in the team?

rofl that was wierd. i read your post without seeing your name and then scrolled down thinking “I know that picture…” I see it it you back S483!

I have played the demo and i have to say nice!!! my only coplant is the scanning visor. when i went to look down to scan a low object i taped the down button more than once and i went into morph ball alot and i got fustrater.i sugjest unlike a gba metroid, which doesn’t havea scan function, by going into morphball by double down tap that u just make 1 single key a morph ball transform, like “g” it is close to the function keys and easyer too when scanning. other tahn that it’s great. also the missles and power beam arevery slow and looks vwery ocword. right befor the boss it all froze and i couldn’t move.

After seeing the gameplay video, it occurred to me that the hidden map station on the frigate is rather… obvious. In the original Metroid Prime, it was rather well-hidden, even with the quick cutscene of the Parasite to show you where it was. In fact, I didn’t find it until my second playthrough! =P So I think it may be a good idea to conceal it a bit.

My first suggestion would be to have detailed environment tiles for the map-station-tunnel to be disguised in; though if that doesn’t work, then I’mk sure something could be worked out with simple slightly-darker tiles.

Also, I think that the turret AI is a bit slow; while I do like the idea of slow-moving bullets (or whatever it’d be called), they are very slow at actually targeting the player. As I recall, in the original Prime, a deal of timing was required to dodge the turrets’ line of fire, and even with a perfectly-timed dash, the turret would be able to retarget the player by the time Samus regained her footing.

Ideas that I agree with:

wtf is wrong with this topic? The pages are screwed up…

You’re talking to deaf ears here, I’m afraid. WE have one programmer, and afaik he’s still doing the basic engine, so nevermind minor map changes…
Also, woot for being quoted.

What PY said, but to add on to that a little, is knowing the limitations of going from 3D to 2D. In 3D, things can get fast paced, up to the point of where you can’t see whats happening. You can’t do that in 2D. You have to give the player time to react simply because 2D controls will sometimes hinder the gameplay.

There’s also the omniscience of a third person perspective. In a first-person game, like MP1, the player sees what’s in front of Samus, and that only. In a sidescroller however, the player sees everything in the room.

A player in MP1 may enter a room not expecting unseen enemies. A turret mounted above would be invisible until the player looks up. In a sidescroller, a turret anywhere in the room is completely visible, so the player knows to dodge its fire. I think that, to make up for this, the turret needs to have a quick AI.

So… who’s this one programmer on the team, anyway?

Hm…I think it’s CoreFusionX, a.k.a CFX.

Anyways, you bring up a good point. I would love to see the quick turret AI. But my reasoning is still what I consider valid. It’s just the controls. They will hinder the aspect of quick shooting AI. That third person perspective is what causes the problem. It prevents the sense that it’s actually you in that person’s shoes, and instead gives you the sense that you are simply controlling another person through means of buttons.

I guess the point I’m trying to make is that fast paced shooting in a 2D game isn’t realistic from a viewer’s standpoint. I’m merely the observer, and as such, if I see something going faster than my eye can track, for instance, a bullet, I’m going to consider the game somewhat idiotic. The idea of fast shooting projectiles simply removes the experience 2D gives, in my opinion. You’re supposed to see everything. That’s the idea behind a 2D plane. But if you make something too fast or somewhat hard to track, you lose that sense of being able to observe everything, which then makes 2D lose it’s “magic” in a sense.

But I’m totally with you. Seeing fast projectiles would make me think, “whoa, this really is Metroid Prime in 2D.” The problem is that sooner or later, I would get tired of getting hit from something that I can barely dodge. That was the way I felt about sequences in Metroid Fusion. Especially the Ridley fight. At points of the fight, I wanted to rip the game cartridge out of the Advance, and break the thing in half.