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General Hack Ideas

Started by DSO, May 20, 2009, 08:41:04 PM

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passarbye

Quote from: squishy_ichigo on September 25, 2016, 03:57:03 AM
Meanwhile, several years ago, I had the idea for a generated setup, where only a few screens around samus are ever loaded at one time, and everything is loaded on the fly a few screens offscreen, with no need for doors.  There is PLENTY of ram for this, there is enough dedicated space for FIFTY SCREENS normally, it would just need to be rewritten to how it all loads.

The only real caveats being enemies moving offscreen and tilesets really. But even those could be done with workarounds.
Why isn't something like this in the works? Stuff like this could change hacking forever.

Dark-SA-X

Quote from: passarbye on September 25, 2016, 02:09:19 PM
Quote from: squishy_ichigo on September 25, 2016, 03:57:03 AM
Meanwhile, several years ago, I had the idea for a generated setup, where only a few screens around samus are ever loaded at one time, and everything is loaded on the fly a few screens offscreen, with no need for doors.  There is PLENTY of ram for this, there is enough dedicated space for FIFTY SCREENS normally, it would just need to be rewritten to how it all loads.

The only real caveats being enemies moving offscreen and tilesets really. But even those could be done with workarounds.
Why isn't something like this in the works? Stuff like this could change hacking forever.

@passarbye: too much work and effort to get it working properly, the recent mage editor is an example of that for only man at the moment.

@squishy: your idea could work indeed, your problem would be how to implement and build that new editor to make it work the way you wanted to.
If you know fusoya his LM program would be a great example to start out from which should have been that way from the beginning.

Scooterboot9697

Quote from: Dark-SA-X on September 25, 2016, 07:21:38 PM
@passarbye too much work and effort to get it working properly, the recent mage editor is an example of that for only man at the moment.

@squishy: your idea could work indeed, your problem would be how to implement and build that new editor to make it work the way you wanted to.
If you know fusoya his LM program would be a great example to start out from which should have been that way from the beginning.
He's not even talking about a new editor. He's talking about having screens/rooms load and unload in game, in such a way that doors could be eliminated and have a Metroid Prime-like room-to-room system (or similar to an open-world game or something).

Point being, he's not talking about an editor. He doesn't even mention one. :bounce:

interdpth

Looking like my hack might be on hold for a bit.

Need some help, going to release a "GBAtroid API sdk" which will allow you to write code in C and ASM for the GBA titles. I don't have anything in for ZM, but I'll make something.

It'll come with my AI's, and example ASM patch. For Fusion I need an idea where I hijack code then jump to a function. So if you have any ideas on a small thing. Regain health when walking or something please let me know.


For ZM I plan on making the geemer ai player input base. But I don't have a test planned out for that. So input would be cool. Since Prime now has an API I figure I should finish the rest of my example API up and release it. So ideas are welcome.

Zero Dozer

I was brainstorming on an IRC chat with some guys just now about AM2R ideas, and an idea came to my mind: sensors that react to the X-Ray Visor to open passages. Would give a nifty utility for the X-Ray Visor, and open new ideas completely, for puzzles and exploration, making it more than just an underused (if ever) item.

Aran;Jaeger

As if X-Ray wasn't already the most overpowered glitchy item of them all (in Super Metroid that is).  :colonrightv:

Zero Dozer

Well, I was speaking about intended uses for it XD

But seriously, I don't think anyone has already tried my idea.

Jordan5

Quote from: Zero Dozer on October 10, 2016, 04:01:08 PM
But seriously, I don't think anyone has already tried my idea.

The idea of x-ray destroying blocks or opening paths has been thrown around quite a bit, but it's a horrible and buggy item. The easiest way that you could get around this, would be to set up two different room states and have the new path open in the second state, and have the state triggered by picking up x-ray.

DSO

Quote from: Jordan5 on October 11, 2016, 06:39:34 AM
Quote from: Zero Dozer on October 10, 2016, 04:01:08 PM
But seriously, I don't think anyone has already tried my idea.

The idea of x-ray destroying blocks or opening paths has been thrown around quite a bit, but it's a horrible and buggy item. The easiest way that you could get around this, would be to set up two different room states and have the new path open in the second state, and have the state triggered by picking up x-ray.
The roomstate thing was done in the old Aegis and it was quite dumb, I would not recommend it.
X-ray does have limited utility, usually I just replace X-ray with a new item instead.

j12r3

#784
I'm looking for a mod for Metroid Prime Trilogy that can be used with Riivolution. I would like to have the original NTSC content restored to Prime and Echoes, including the original lore and scan data, arm cannon effects, key obtainment jingles, and cutscenes (particularly the one where Samus gets the Phazon Suit). I would also like to modify the difficulty so that all three games are more like a survival game, with enemies doing more damage and taking more hits to kill, and fewer health and ammo drops. In addition to these, I am wondering if it's possible to swap models between games, so all three games have the same Space Pirates, Metroids, etc, at least visually. I would also like suggestions for expanding upon this idea, and modding MP2's Multiplayer Mode.

P.S. This is primarily a request. While I am willing to do what I can myself, I don't have any tools or resources, and my modding abilities are mostly limited to editing txt, ini, or xml files. If anyone can/will help me out I would greatly appreciate it.

Grahf

Has anyone tried to load a full screen graphic after the ending, like in the GBA games? Maybe the routine to draw the black and white slides from the intro could be used?

Also, how about making the HUD transparent, and enlarging the playing field vertically?

Quietus

Quote from: Grahf on October 23, 2016, 11:28:22 PMAlso, how about making the HUD transparent, and enlarging the playing field vertically?
This has been discussed a few times, but I don't believe there's an ideal solution, as the HUD is actually hiding some ugliness with the drawing of tiles, and you'd also need to solve that to make the HUD transparent.

Scyzer

The area of view can actually be extended by 1 block down and 1 block up. Only the topmost block is drawn oddly with the updating tilemap, and that can be left black. The HUD tilemap itself can be moved 1 tile down so it's drawn over the room and not a black bar, and it'll function as normal, just being transparent.

Quietus

Presumable you'd still have the black bar above it though?

Quote58

#789
Quote from: Grahf on October 23, 2016, 11:28:22 PM
Has anyone tried to load a full screen graphic after the ending, like in the GBA games? Maybe the routine to draw the black and white slides from the intro could be used?

Also, how about making the HUD transparent, and enlarging the playing field vertically?


Here's a thing from a couple years ago


e: had a lot of trouble getting it to show up from my phone. Fixed it on my computer

Grahf

Quote from: Quote58 on October 25, 2016, 02:20:28 PM
Quote from: Grahf on October 23, 2016, 11:28:22 PM
Has anyone tried to load a full screen graphic after the ending, like in the GBA games? Maybe the routine to draw the black and white slides from the intro could be used?

Also, how about making the HUD transparent, and enlarging the playing field vertically?


Here's a thing from a couple years ago


e: had a lot of trouble getting it to show up from my phone. Fixed it on my computer

That looks amazing. Why didn't the idea progress? Since I don't see the topmost bar Scyzer mentioned, I assume it's from a much more elaborated hack?

snarfblam

As I understand it, the game doesn't generally update the area that would masked by the status bar, resulting in garbage if you make it transparent. If you can fix that, you should be able to make a transparent status bar pretty easily.

Jordan5

Quote from: snarfblam on October 25, 2016, 06:21:21 PM
As I understand it, the game doesn't generally update the area that would masked by the status bar, resulting in garbage if you make it transparent. If you can fix that, you should be able to make a transparent status bar pretty easily.

Yeah I'm pretty sure the game can't keep up with drawing all the tiles in a 16x16 screen, so that's why the garbage appears.

Quote58

Quote from: Grahf on October 25, 2016, 06:13:20 PM
Quote from: Quote58 on October 25, 2016, 02:20:28 PM
Quote from: Grahf on October 23, 2016, 11:28:22 PM
Has anyone tried to load a full screen graphic after the ending, like in the GBA games? Maybe the routine to draw the black and white slides from the intro could be used?

Also, how about making the HUD transparent, and enlarging the playing field vertically?


Here's a thing from a couple years ago


e: had a lot of trouble getting it to show up from my phone. Fixed it on my computer

That looks amazing. Why didn't the idea progress? Since I don't see the topmost bar Scyzer mentioned, I assume it's from a much more elaborated hack?

Well the thing to remember is that it's not so much a bar of jumbled tiles, but rather a bar that updates to the correct tiles slower than the rest of them. This is not something that's easy to fix, as it requires a rewrite of some fundamental routines in the engine. That being said, it can I'm sure, be mitigated.

However, I didn't continue to work on that because a transparent HUD is really not very interesting. Making it transparent means that colours get blended and have a washed out, ghostly effect, which doesn't look very nice. It's totally possible to get 100% screen real estate, but it's not worth it. For one thing the top bar of tiles actually loses 1 pixel, so unless you account for that in all of the hud it won't look right. But more importantly, there's a much better option for an HUD that requires no black bars (though there's something to be said for having black bars too). That option being a sprite based HUD. Now, Super Metroid lags with too many sprites on screen, but if you have a minimalist HUD, and limit the number of enemies per room by a little bit, you can have an hud that uses the full 15 colours available to sprites, as well as other sprite features such as overlapping tiles, better animation, and precise movement (this is possible with the HUD using layer 3 as well, but it requires a rewrite of the HUD routines).

There are a number of ways to create an HUD in Super Metroid, but they all have pros and cons. For example, in terms of the ones I mentioned:

Layer 3:
+fast updating
+no extra sprites taking up space in vram
+code is already written in the default engine
-limited to 3 colours
-limited to the space allotted without repointing all layer 3 tiles
-no full transparency without fundamental engine changes

Sprites:
+full 15 colours
+all the benefits of sprites
-can cause slow down
-requires a complete HUD rewrite
-requires different methods for writing simple widgets (those being things like etanks/numbers/etc.)

sylandro

Quote from: personitis on June 14, 2016, 06:38:53 PM
Quote from: Kazuto on June 13, 2016, 01:26:15 AM
Now, speaking as someone who is an ASM hacker, adding difficulty levels ala Zero Mission into Super Metroid would definitely take some work.  At it's simplest, you would have to pick an address in RAM to use as a difficulty flag and find any functions in the game that relate to dealing damage to Samus, or causing damage to enemies, and then modify all of those functions to adjust both causing and receiving damage in some way (half/double being the quickest method, but not necessarily the best).  Then you'd also have to modify the options menu somehow to add the ability to select a difficulty.  Not saying these things are impossible, but not necessarily worth it unless a hack is really that good that people will want to play it more than once.
Replace the moonwalk or item auto cancel options in the menu screen (who uses these anyway? :P) before starting game to set the "hard" flag. This still leaves option of the player changing difficulty mid-game. If that concerns you, have the afore mentioned flag mirrored somewhere and alter the SRAM routine to remember that flag while also using the mirrored address as the main flag for difficulty changes. This way, even if the player decides to scale the difficulty down, they can't do so without cheats.

Concerning enemy damages and health, that part similar if not just a bit more tricky. The simple way would be hijacking the routine which runs through every enemy index in the room on load (0-31, decimal), apply a formula based on the difficulty, and then storing those values back to health and damage. This doesn't apply to enemy projectiles, and I'm unsure how to go about that, but I'm sure something very similar could be pulled there.

Quote
But to make a hack truly Zero Mission-like would require a much more advanced modification to the game engine.  Zero Mission removes certain enemies based on the difficulty level you've chosen.  In Super Metroid, there's no existing way to pick and choose specific enemies spawning in a given room.  You could modify certain enemies appearing based on running code in a door pointer, but this is a tedious fix at best, because you'd have to write specific assembly for every room in the game in which you'd wanna do this.  There's no quick method to "flag" certain enemies as Hard-only, or don't-show-up-on-Easy-only.  Again, not saying it's impossible to do so, but well, if it were as easy as the topic creator probably thinks it is, every hack would already have it.
Why run code for every door when you could use the magic of room states? This would even allow the creator to change the layout of rooms ever so slightly (or drastically) to compensate for the difficulty. Granted, if you have a room state checking for say, Charge Beam, you'll now need two (or more) checking for each difficulty in addition to Charge Beam itself. Reasoning here is that different states can hold different arrangements/placements of enemies, PLMs, level data, etc.

All this said, it still wouldn't be a quick task for most, but I think this may be one of the best ways of going about multiple difficulties.

So I went crazy and took you guys' ideas and made this patch that pretty much does exactly what you describe:

http://forum.metroidconstruction.com/index.php/topic,145.msg56412.html#msg56412

squishy_ichigo

[spoiler=So for whatever reason, today at work my mind shifted to Super Metroid hacking (of all things), and I was brainstorming methods of randomizing a grand prix style racing hack.]So, to outline what all of this would be for, a 'race to the finish' style hack, where Samus using a few different items (speedbooster for sure, morph, maybe a few others) tries to get to the finish line as quickly as possible. Only, it's randomized, so you would have a crazy number of different room combinations adding lots of replay value. AND with a seed inputting feature, you'd be able to race your friends! (Do you even have any of those?)

The base idea being, you would input a four character length string as a seed, using 40 different character choices (0-9 + A-Z = 36, +4 other characters) for example: 3GR7. Alternatively, hit the RANDOM button and it would give you a random seed.

Taking this short and easy to remember seed, the game would do an assortment of bit math to randomize a number of different things for the run, such as: 10 different rooms that you'd be playing in (pulled from a pool of 256 rooms), the tileset that run would be using (each tileset would be designed to use the same tile numbers in each tileset so changing the tilesets would give the same tile shapes, but with a different look), color math for said tileset, and if the run is a left or right run.

The basics of the bit math:
Each character would have a unique value assigned to it, a combination of an 8 bit number and a value that ranges from 0-4. (that's 8*5=40 kiddies, if you want to follow along with the logic) From there, it adds all of the four characters values together to get a 'Seed Value' that is used later on.

So far, we have something that looks like:
01010101
10101010
11001100
00110011
SV = 7

Now, for each room choice, it does a unique bit math operation to get a 16 bit value, that will pull the room from the 256 pool of rooms. For example, something like grabbing the first four bits from each row would give you: 0101101011000011. From here, it then adds the Seed Value, and now that value is the room candidate. If that room has already been chosen, it then adds the SV+1 and sees if that room can be used. (it would continue to do this until it finds a room to use) Then it moves onto the next room, which would use a different bit math operation.

Tileset would just be the SV, left/right would be a odd/even check on the SV, and the color math is too complicated for me to have bothered coming up with a method for that. Probably something that just add/subbed a number off of a grey tileset base, based on bit math using the above values.

From here, having it actually go to those rooms in the correct order should be as simple as custom door code that just checks RAM for the next room, and which  door to load from based on the direction the run is going.

This idea would require a custom menu to input the seed, (which, if I was making this would be the hardest thing of this to do) some basic bit math code as I outlined above, and the door code. Shouldn't be too hard to do, at least on the coding side. (A cool hud that only showed a timer, and maybe your room progress (not a map) would also be pretty nifty)

From there, making the rooms would take the most amount of time really, but with a simple-ish style getting those done wouldn't take that long.[/spoiler]

makazuwr32

#796
i don't know where post this ideas so i'll post them here.

My idea for hack/game, preferably 2D. Includes story of Dawn Aran.

WARNING: HUGE WALL OF TEXT

1. story:

[spoiler]It begins some time after Metroid Fusion events.
We begin as Samus Full suit as in Fusion, our ship was attacked by Federation forces and we begin on main deck of FF Station fighting though FF to open gate for our ship and leave.
But suddenly metroid dna gives a headache samus and she falls unconscious and after you find yourself with zero suit in chozo temple on the planet And388 of Andromeda's galaxy.
Near Samus is one of the last alive Chozodians and... Samus in her regular varia suit? Um wait a minute. No, it is SA-X!
But.. why it don't try to attack Samus or chozodian?
Then we will know that another SA-X gained it's own different identity based on Samuses memories (Samus inside SA-X took over X parasites instincts) and that it chooses a name for itself Mara.
Mara then tells you that she was the one who saved samus from her metroid dna: when samus gain a headache and fall unconscious her fusion suit began to transform into Omega metroid with Samus on his weak point. And Mara comes then to fight against this abomination (and we will gain control of Mara in this fight), defeats it, takes Samus to Her ship and flies away to And388 planet.
Then we must fight against another chozo ghost in zero suit and without energy tanks to obtain for samus normal suit.
After we got Power Suit we'll find out that this planet also has X parasites and because of that Chozodians here also created Metroids. But Federation already knows about this planet too and they want X parasites for themselves and also Samus dead. Somehow Alive Space pirates lead by another human (spoiler: it is Dawn Aran) in Power suit also already are on the planet surface trying to catch metroids...
And we have 5 tasks though the game:
1. kill planet queen metroid and all other metroids on planet.
2. kill X parasites hive Core.
3. Destroy Space Pirates Last Ship.
4. Destroy Galactic Federation's Mother Ship' Mother Brain.
5. Destroy the planet to kill for sure all last X parasites and Metroids for sure and escape with Chozodians.
[/spoiler]

2. gameplay:

a. Basic:
[spoiler]
in the game i wanted to see at least 4 kind of enemies groups: normal creatures of the planet, metroids (larval, alpha, beta, zeta, omega, queen, super metroid on SP Core Ship), X parasites and X creatures, Galactic Federation Marines/Space pirates
Also i wanted to see 3 kind of suits to play (each has its own different weakness and strength):
Power Suit - normal (damage dealt and taken from x1) against creatures, metroids, weak (damage dealt to x0.5; damage taken x2) against X creatures and absolutely weak against free X parasites (they'll damage it for 1-2 energy tanks per 1 free parasite), strong (damage dealt to x2, damage taken from x0.5) against GF Marines/Space Pirates;
Upgrade tree:
Morph ball
bombs
Long Beam
Power grip
Ice Beam
Missiles
Super Missiles (missles power x5)
Ice beam
Wave Beam
Plazma Beam
Varia Suit
Gravity Suit (gives additional protection against GF Marines and Space Pirates)
Power Bombs
anti-X Power bomb upgrade (gives bombs ability to destroy free X parasites)
Missile Beam Charger upgrade (gives ability to charge normal missiles with beam power: Ice (freezes all normal mobs on screen), Wave (destroys all Missile blocks on screen), Plazma (increases damage of missile shot x25) at cst of 4 missiles per shot for all beams, don't work with beam combo)
Hi jump boots
Screw Attack
Speed Booster
Space Jump
Beam combo (last obtainable upgrade; without it beams don't stack).

you could also turn on and off most of upgrades excluding missles/super missles/power bombs.

Fusion suit (must be availible after killing Omega Metroid Fusion Abomination on the Galactic Federation's Mother Ship)
normal against GF Marines/Space Pirates, normal creatures; weak against metroids (but larva metroids won't attack  you unless provoked, they feel you as another metroid in this suit); strong againt X creatures and Free X parasites heal you.

Upgrade Tree:
Morph Ball (already gained when you obtain suit)
NO basic beam
Normal Missiles (at beginning you have 50)
Power bombs (at beginning you have 10)
Power Grip (already gained but it is as in M:Fusion)
Ice Missiles (this is different: you must select what kind of missles you want to shoot, selectable, costs 2 normal missles to shoot, normal damage, freezes instantly enemies, no damage to metroids but freezes them after 3 shots)
Super Missiles (selectable, costs 3 missles to shoot, damage x10)
Wave Missiles (selectable, passes though enviroment without destroying blocks and detonates upon hitting an entity, costs 1 missile to shoot, half of normal damage)
Grapping beam (costs 10 energy/sec to shoot, can't deal damage but can absorb free X parasites)
Power Missiles (selectable, costs 5 missiles and 1 power bomb to shoot, destroys every missile/bomb/power bomb/shoot block on screen AND deals huge (x25) damage to all enemies on screen)
Space Jump (already gained)
Varia suit (already gained)
Gravity Suit

SA-X Suit (or second playable character - Mara)
Has Unique ability to recharge Her energy AND ammo upon a time.
strong against normal creatures, neutral against free X-parasites and normal against X-creatures (also they neutral unless provoked), weak against metroids (x4 damage taken and x0.5 damage dealt to), normal against GF Marines and Space Pirates.
Upgrade tree:
Morph ball (Availible from the beginning)
Power bombs
Super Missiles (Availible from the beginning)
Varia suit (Avalible from the beginning)
Gravity Suit
Space Jump
Screw attack
Regeneration Charge Beam (Avalible from the beginning, regenerates only while it is charging, only way to refill energy and ammo for her)
Normal Beam (Availible from the beginning)
Ice Beam (Availible from the beginning)
Wave Beam
Wide Beam
Plazma Beam
Regeneration Charge Beam Upgrade 1 (Doubles Regen Speed)
Regeneration Charge Beam Upgrade 2 (Doubles again Regen Speed)
Also has ablility to turn into core-x (can move in one room freely ignoring enviroment and mobs exept metroids) at cost of 50% of her max Health (if you have less then you can't use it, also can't move from one room to another, on GF Mother Ship there must be some traps for Core-X)
All Beam Upgrades obtaineble from Space Pirates/GF Marines
All other Upgrades obtaneble from creatures

In save rooms you can refill yourself and change suit.
[/spoiler]

b. Map:
[spoiler]
I thought about several zones:
1. Chozo temple
2. Caves aka Brinstar (Zero Mission)
2.a. Norfair (has Experimental weapons Facility as Sub-Subzone)
2.b. Mardia
3. Tech facility (some of upgrades for Fusion Suit and Power Suit will be availible here after defeat of certain boss/mini boss
4. Metroid colony (has also 2 subZones)
4.a. Genetics Lab
4.b. Queen Lair
5. X infection (X infected GF Marines and Space Pirates and X creatures)
6. Galactic Federation Mother Ship (didn't think about sub zones)
7. Space Pirates Core Ship (didn't think about sub zones)
8. X parasites Hive (here must be a lot of free X parasites as well as X creatures)
8.a. X Hive Core (must put a special explosions there after defeat Hive Core-X to destroy most of X parasiten on planet and destroy 2 zones: X-Hive and X-Infection)
9. Touran (no Mother Brain here, it is in another place, also no metroids - instead GF Marines Last Stand here. can be entered only in Power suit)
9.a. Planet Core Control Center (here is last boss of the game - Dawn aran)
Both GF Mother Ship AND SP Core Ship after defeat certain boss and countdown are changed Aka Touran in MZM and in Metroid Super Zero Mission after defeat MB
[/spoiler]

I hope this is good game idea...
I hope someone REALLY crazy and awesome as DoctorM64 will  take this idea and make a game based on it.
and sorry for my english.

Update of 17.05.2017:
Terms of use of the idea:
if you want - feel free to use them but if you don't want to use the whole idea (with 3 suits, Dawn Aran in another Power Suit, Space pirates, X parasites, Galactic Federation Forces and Mara as SA-X rebel) then please use just a different name  for yours - Mara is Sa-X who raised from her instincts and gained her own identity.
but if you'll use my concept at full force then please inform me.

liamnajor

#797
Quote from: makazuwr32 on May 16, 2017, 02:14:02 PM
i don't know where post this ideas so i'll post them here.

My idea for hack/game, preferably 2D. Includes story of Dawn Aran.

WARNING: HUGE WALL OF TEXT

1. story:

[spoiler]It begins some time after Metroid Fusion events.
We begin as Samus Full suit as in Fusion, our ship was attacked by Federation forces and we begin on main deck of FF Station fighting though FF to open gate for our ship and leave.
But suddenly metroid dna gives a headache samus and she falls unconscious and after you find yourself with zero suit in chozo temple on the planet And388 of Andromeda's galaxy.
Near Samus is one of the last alive Chozodians and... Samus in her regular varia suit? Um wait a minute. No, it is SA-X!
But.. why it don't try to attack Samus or chozodian?
Then we will know that another SA-X gained it's own different identity based on Samuses memories (Samus inside SA-X took over X parasites instincts) and that it chooses a name for itself Mara.
Mara then tells you that she was the one who saved samus from her metroid dna: when samus gain a headache and fall unconscious her fusion suit began to transform into Omega metroid with Samus on his weak point. And Mara comes then to fight against this abomination (and we will gain control of Mara in this fight), defeats it, takes Samus to Her ship and flies away to And388 planet.
Then we must fight against another chozo ghost in zero suit and without energy tanks to obtain for samus normal suit.
After we got Power Suit we'll find out that this planet also has X parasites and because of that Chozodians here also created Metroids. But Federation already knows about this planet too and they want X parasites for themselves and also Samus dead. Somehow Alive Space pirates lead by another human (spoiler: it is Dawn Aran) in Power suit also already are on the planet surface trying to catch metroids...
And we have 5 tasks though the game:
1. kill planet queen metroid and all other metroids on planet.
2. kill X parasites hive Core.
3. Destroy Space Pirates Last Ship.
4. Destroy Galactic Federation's Mother Ship' Mother Brain.
5. Destroy the planet to kill for sure all last X parasites and Metroids for sure and escape with Chozodians.
[/spoiler]

2. gameplay:

a. Basic:
[spoiler]
in the game i wanted to see at least 4 kind of enemies groups: normal creatures of the planet, metroids (larval, alpha, beta, zeta, omega, queen, super metroid on SP Core Ship), X parasites and X creatures, Galactic Federation Marines/Space pirates
Also i wanted to see 3 kind of suits to play (each has its own different weakness and strength):
Power Suit - normal (damage dealt and taken from x1) against creatures, metroids, weak (damage dealt to x0.5; damage taken x2) against X creatures and absolutely weak against free X parasites (they'll damage it for 1-2 energy tanks per 1 free parasite), strong (damage dealt to x2, damage taken from x0.5) against GF Marines/Space Pirates;
Upgrade tree:
Morph ball
bombs
Long Beam
Power grip
Ice Beam
Missiles
Super Missiles (missles power x5)
Ice beam
Wave Beam
Plazma Beam
Varia Suit
Gravity Suit (gives additional protection against GF Marines and Space Pirates)
Power Bombs
anti-X Power bomb upgrade (gives bombs ability to destroy free X parasites)
Missile Beam Charger upgrade (gives ability to charge normal missiles with beam power: Ice (freezes all normal mobs on screen), Wave (destroys all Missile blocks on screen), Plazma (increases damage of missile shot x25) at cst of 4 missiles per shot for all beams, don't work with beam combo)
Hi jump boots
Screw Attack
Speed Booster
Space Jump
Beam combo (last obtainable upgrade; without it beams don't stack).

you could also turn on and off most of upgrades excluding missles/super missles/power bombs.

Fusion suit (must be availible after killing Omega Metroid Fusion Abomination on the Galactic Federation's Mother Ship)
normal against GF Marines/Space Pirates, normal creatures; weak against metroids (but larva metroids won't attack  you unless provoked, they feel you as another metroid in this suit); strong againt X creatures and Free X parasites heal you.

Upgrade Tree:
Morph Ball (already gained when you obtain suit)
NO basic beam
Normal Missiles (at beginning you have 50)
Power bombs (at beginning you have 10)
Power Grip (already gained but it is as in M:Fusion)
Ice Missiles (this is different: you must select what kind of missles you want to shoot, selectable, costs 2 normal missles to shoot, normal damage, freezes instantly enemies, no damage to metroids but freezes them after 3 shots)
Super Missiles (selectable, costs 3 missles to shoot, damage x10)
Wave Missiles (selectable, passes though enviroment without destroying blocks and detonates upon hitting an entity, costs 1 missile to shoot, half of normal damage)
Grapping beam (costs 10 energy/sec to shoot, can't deal damage but can absorb free X parasites)
Power Missiles (selectable, costs 5 missiles and 1 power bomb to shoot, destroys every missile/bomb/power bomb/shoot block on screen AND deals huge (x25) damage to all enemies on screen)
Space Jump (already gained)
Varia suit (already gained)
Gravity Suit

SA-X Suit (or second playable character - Mara)
Has Unique ability to recharge Her energy AND ammo upon a time.
strong against normal creatures, neutral against free X-parasites and normal against X-creatures (also they neutral unless provoked), weak against metroids (x4 damage taken and x0.5 damage dealt to), normal against GF Marines and Space Pirates.
Upgrade tree:
Morph ball (Availible from the beginning)
Power bombs
Super Missiles (Availible from the beginning)
Varia suit (Avalible from the beginning)
Gravity Suit
Space Jump
Screw attack
Regeneration Charge Beam (Avalible from the beginning, regenerates only while it is charging, only way to refill energy and ammo for her)
Normal Beam (Availible from the beginning)
Ice Beam (Availible from the beginning)
Wave Beam
Wide Beam
Plazma Beam
Regeneration Charge Beam Upgrade 1 (Doubles Regen Speed)
Regeneration Charge Beam Upgrade 2 (Doubles again Regen Speed)
Also has ablility to turn into core-x (can move in one room freely ignoring enviroment and mobs exept metroids) at cost of 50% of her max Health (if you have less then you can't use it, also can't move from one room to another, on GF Mother Ship there must be some traps for Core-X)
All Beam Upgrades obtaineble from Space Pirates/GF Marines
All other Upgrades obtaneble from creatures

In save rooms you can refill yourself and change suit.
[/spoiler]

b. Map:
[spoiler]
I thought about several zones:
1. Chozo temple
2. Caves aka Brinstar (Zero Mission)
2.a. Norfair (has Experimental weapons Facility as Sub-Subzone)
2.b. Mardia
3. Tech facility (some of upgrades for Fusion Suit and Power Suit will be availible here after defeat of certain boss/mini boss
4. Metroid colony (has also 2 subZones)
4.a. Genetics Lab
4.b. Queen Lair
5. X infection (X infected GF Marines and Space Pirates and X creatures)
6. Galactic Federation Mother Ship (didn't think about sub zones)
7. Space Pirates Core Ship (didn't think about sub zones)
8. X parasites Hive (here must be a lot of free X parasites as well as X creatures)
8.a. X Hive Core (must put a special explosions there after defeat Hive Core-X to destroy most of X parasiten on planet and destroy 2 zones: X-Hive and X-Infection)
9. Touran (no Mother Brain here, it is in another place, also no metroids - instead GF Marines Last Stand here. can be entered only in Power suit)
9.a. Planet Core Control Center (here is last boss of the game - Dawn aran)
Both GF Mother Ship AND SP Core Ship after defeat certain boss and countdown are changed Aka Touran in MZM and in Metroid Super Zero Mission after defeat MB
[/spoiler]

I hope this is good game idea...
I hope someone REALLY crazy and awesome as DoctorM64 will  take this idea and make a game based on it.
and sorry for my english.
since I haven't even started anything but the basics of Metroid Insurrection(My fangame), I might merge your ideas with mine, with modification, of course. Mara would be a GF clone who rebelled and be a playable character(Co-op), samus would keep the fusion suit, dawn wouldn't have a power suit, and the space pirates would be chozo clones. this would all be aboard a chozo space station(not a GF ship), with no GF mother brain clone(we saw it in other M, as MB, and we all know how that went).

makazuwr32

#798
Quote from: liamnajor on May 16, 2017, 03:58:15 PM
Quote from: makazuwr32 on May 16, 2017, 02:14:02 PM
...
since I haven't even started anything but the basics of Metroid Insurrection(My fangame), I might merge your ideas with mine, with modification, of course. Mara would be a GF clone who rebelled and be a playable character(Co-op), samus would keep the fusion suit, dawn wouldn't have a power suit, and the space pirates would be chozo clones. this would all be aboard a chozo space station(not a GF ship), with no GF mother brain clone(we saw it in other M, as MB, and we all know how that went).
First: this would be not a modification but just use some of mine ideas
and if you want - feel free to use them but if you don't want to use the whole idea (with 3 suits and Mara as SA-X rebel) then please use just a different name for yours.
And second: if you'll use my concept at full force then please inform me. If you want to use only part then "First".

Suphacker_Temmie

Sadly, it seems Nintendo has abandoned the Metroid series. Zebes is destroyed, SR388 is destroyed, Phaaze is destroyed, all the metroids are dead, well, you get the idea. I have an idea. It's called Metroid IIII - Conclusion. Here is a basic into/overall idea.

[/
Metroid IIII - Conclusion
[/i]size][/b]
Zebes, SR388, and Phaaze, are all destroyed.
Phazon, Metroids, and the X Parasite, are all extinct.
There remains only one problem.
Space Pirates.
For decades, this evil race has overrun sytems, and destroyed planets.
This is about all about to change

You get the idea. Samus Aran goes for a final attack on the Space Pirate headquarters, the artifical planet T7-5Q.
I, am not a very good coder, but will hapily provide designs, inspiration, sprites, and music for a team who will help make this game happen.

You can contact me by posting your suggestions onto this forum.


Sincerely, Suphacker_Temmie.