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Game Design > metroid prime fusion

#157154 - (sniper) 109 - Mon May 19, 2008 8:31 pm

a sequel to metroid prime hunters
after samus leaves the place were gorea is and were the dead hunters are an x parasite enters and infects a dead hunter, and an another x enters and does the same thing and so on until all six hunters are alive again.

awhile after samus goes back to her federation hq for her next bounty
then samus is sent to sr388 to go examine strange life forms that have been detected by the b.s.l. so she goes there and then(the same story as the original metroid fusion) but but she finds out that the other hunters are on sr388 but only 3 of them so she has to kill them before they reproduce and gain back all her powers (not the mph power her real powers like suits beams and other stuff like that) so she gains half her powers back and kills three of the hunters when she finds out about an explosion that rocked the quarantine bay (yes the sa-x) and she must go to investigate so she docs at the b.s.l. and learns about the sa-x) but then she encounters one of the three last hunters and learns that the others are there too and so she kills them off one by one and ventures to each sector where gains back the rest off her powers and fights ridley and kraid and finaly fights the sa-x and evacuates.


when she kills a hunter she gets a new second beam like in the original metroid prime hunters but also upgrades her first beam and missiles
kraid is on sr388 and ridley at the b.s.l
samus has all her powers until she gets infected
samus fusion suit is one of the multiplayer characters as well as the sa-x but dont have advanced powers
after killing
noxus she gets judacator and bombs
spire she get varia suit and spider ball and the fire gun
kanden she gets the volt driver gun and power bombs
trace she get speed boots gravaty suit and imperialist
silux she gets graple beam screw attack and electromag gun
weavle super missiles and that blob power beam thingy
sa-x her original power suit effused with everything she's acquired and ice beam
ridley has space jump
and kraid speed booster
and the rest she gets from fighting the rest of the bosse's and data rooms
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1987 bmw 750il 2003 bmw m3 csl

#157173 - tepples - Tue May 20, 2008 12:08 am

Nintendo isn't going to make this.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#157174 - nsm333 - Tue May 20, 2008 12:10 am

never would'a guessed that! you planning on making this, sniper?
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#157193 - sgeos - Tue May 20, 2008 5:27 am

The first rule of making games is "work on your own games". Sometimes your own games are licensed drivel, but you can't work on licensed drivel until you have the license to do so. Metroid is not your IP and you have to have a very close relationship with Nintendo to work with their IP. Even if you are a second party, your product will have to strong enough to stand on its own merits before they Nintendo would even consider slapping a license on it... and that boils down to the first thing I said. "Work on your own games".

So, try rewriting this stripped of all metroid references and see how cool it sounds. If it doesn't sound cool without the metroid spin, keep working on it until it does. Coming up with "game ideas" capable of pulling funding is very hard work.

-Brendan

#157196 - ingramb - Tue May 20, 2008 7:29 am

But what's the goal? To get funding, or to work on something that you will enjoy and learn from? It's certainly worthwhile to try to create original games, but it can be fun to make a "fan game" as well. Making a fan game will make you a better programmer, and it starts off with a partially written design doc. Not necesarily a bad thing.

#157208 - sgeos - Tue May 20, 2008 11:14 am

You can do a clone just as easily, and clones start off with "a partially written design doc". Even a blatant clone could theoretically be released, and probably would be if was done well and found its way to the right people. PopCap Games is an example of a company that has essentially made a business of clones.

But, indeed, what is the goal? If you know that your game is not going anywhere, you have nothing to lose by working on a "fan game". If "fan work" is more fun than original work and serves to motivate you, you may even have something to gain.

Keep in mind that from a business perspecitive if your "fan" project reaches a point where it is seen as threatening, they have no choice but to cease and desist your project out of existance. Different companies will see different projects as threatening.

If you managed to get a job working for "the man" with the IP you are a fan of, you might actually have no choice *but* to work on games based on the IP you are so fond of- so long as it remains popular.

For what it is worth, every now and then a Hong Kong original is released containing unlicensed copyright material. I'm not convinced they make enough money off of those to properly pay their staff, which probably explains the lack of any semblance of quality found in those games. In case you were wondering, they do not and will not get sued due to the first rule of corporate law- "don't sue poor people and poor companies because they can't pay."

-Brendan

#157226 - Miked0801 - Tue May 20, 2008 7:09 pm

Nothing wrong with dreaming. At least he through out some coherent ideas. The problem is, there's still not nearly enough there for someone to go try and do it. Ok, you have a story. Now, start filling in the important gaps. What do your levels look like, what are your enemies, how do they interact with the hero and backgrounds. Hitpoints, damage per shot, speed, recovery times per move, etc, etc, etc. Your story is a long way away from even a partially filled out design document.

#157245 - sgeos - Wed May 21, 2008 1:15 am

Miked0801 wrote:
Nothing wrong with dreaming. At least he through out some coherent ideas. The problem is, there's still not nearly enough there for someone to go try and do it.

Sure. Everyone must start somewhere.

Miked0801 wrote:
Ok, you have a story. Now, start filling in the important gaps.

Clearly this is object oriented game design and the design doc works something like this:
Code:
best_unnamed_sequel_ever extends metroid_prime_hunters
{
    story()
    {
        super();
        #include("original_post");
    }
}

Of course, without the definition of the "Metroid Prime Hunters" design document, the above extension is not worth a whole lot.

-Brendan

#157258 - silent_code - Wed May 21, 2008 11:54 am

sgeos, you forgot something: "extends Metroid_Prime_Hunters, Metroid_Fusion" ;^p
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July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#157264 - tepples - Wed May 21, 2008 1:21 pm

silent_code wrote:
sgeos, you forgot something: "extends Metroid_Prime_Hunters, Metroid_Fusion" ;^p

I thought the language with the 'extends' keyword didn't allow extending more than one class. Is Java's lack of multiple inheritance a cop-out?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#157267 - silent_code - Wed May 21, 2008 1:37 pm

@ tepples: <jokingly> man, get up to date! this is DESIGN DOC META COOL LANGUAGE following the OOPP, dude! or do you see any "class"? get real, noobster! X^D </jokingly>
ps: you are totally right, (the following is adressed to anybody not knowing it already) but there are ways around that "restriction" (which isn't one, just a design decision.)
EDIT: just clicked on the link... that's what i'm talking about. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#157301 - (sniper) 109 - Wed May 21, 2008 9:51 pm

This is just an idea im not gonna make it.I just wanted to post it so others could be inspired or something.
_________________
1987 bmw 750il 2003 bmw m3 csl

#157309 - silent_code - Wed May 21, 2008 10:30 pm

(virtually) no comment

EDIT: ps @ Miked0801: personal improvement is good! he's on his way up and i hope some day, we will all take him seriously and welcome him to the community. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.


Last edited by silent_code on Thu May 22, 2008 1:03 am; edited 1 time in total

#157328 - Miked0801 - Thu May 22, 2008 12:54 am

Lol. Hadn't read that in a while. At least he moved from catagory 3 to 2.5 or so.

#157340 - keldon - Thu May 22, 2008 9:18 am

Well those early days were pretty cool; I remember sitting on the toilet with my scrap book disecting game mechanics - I seriously figured out scripting, emulation, VM's and event based programming on the bog - prior to ever hearing about them formally. I [even] called scripting "action *something*" ... True story ^_^

#157342 - simonjhall - Thu May 22, 2008 9:38 am

^
|
|
something to stick on the CV eh? ;-)
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#157360 - keldon - Thu May 22, 2008 5:04 pm

simonjhall wrote:
^
|
|
something to stick on the CV eh? ;-)


lol, I sure hope you're talking about the experience gained and not a product of the environment :o

#157393 - keldon - Fri May 23, 2008 2:31 pm

http://www.marnok.com/content/_adventure/adventure.php

^^ ever so slightly related to this topic!

#157397 - sgeos - Fri May 23, 2008 3:42 pm

keldon wrote:
http://www.marnok.com/content/_adventure/adventure.php

^^ ever so slightly related to this topic!

That is really funny.

-Brendan

#157414 - (sniper) 109 - Fri May 23, 2008 10:27 pm

is it possible to add stuff to a demo rom like the metroid demo one?
http://davr.org/ds2/demos/
cus i want to to add or edit some stuff
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1987 bmw 750il 2003 bmw m3 csl

#157415 - simonjhall - Fri May 23, 2008 10:34 pm

No, it's not. It's probably possible for the people who have the original assets but it's unlikely that you can do this as a consumer.
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#157418 - sgeos - Sat May 24, 2008 12:16 am

(sniper) 109 wrote:
is it possible to add stuff to a demo rom like the metroid demo one?

If you need to ask, then no.

-Brendan