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Topics - LaZ00L1

#1


Hello!  For my first project in the level editor I decided to pay homage to the NES Metroid (as Super Metroid was a bit too much).  While not an exact, tile-for-tile replica of the level design in Metroid, I will try to give a Metroid "feel" within the VVVVVV toolset.  It's still in the early stages of development as I'm waiting for more documentation on scripting, so no demo of the level yet.  I plan to follow the progression of power up/trinket collecting in scripting to open up new areas.  For example, the picture below is the section of Brinstar that leads down to Kraid's Lair.  Samus would need to collect the bombs first before getting down there, so Viridian would have to collect the corresponding trinket to open access to this area.  For now that's disabled as I'm completing that area first, but later on a gravity line will block the way down there from the start.



I'm going to to plan for the level design to be easy in the beginning and to progressively get harder.  Should custom enemies ever be implemented in a future update, I'll add those as well.  I'm debating on how many crew members to rescue, though it will be at least three, with the first two serving as the two "bosses" required to open up the last area.  A lot of scripting would be involved, and I'm just hoping what I plan to do is even possible. 

Below is the entrance to Kraid's Lair. 



I'm also going to document some oddities I find while using the level editor.  This one I don't remember seeing, so I uploaded a video the youtube: http://www.youtube.com/watch?v=sIf7E587L5Q
I noticed that when placing horizontal vertical lines very close together and bouncing into them from below, it created a sort of reverse-quicksand effect where Viridian is pulled to the top of the screen.  However, bouncing into it from the top does not produce this effect.  Hmm... I'll see if I can implement this somewhere.