Tuesday, December 25, 2018

Christmas update




Happy Holidays to everyone from the FSMR team! We hope everyone has been having a wonderful time this December! For those of you looking forward to FSMR this post certainly has some great treats for you!

We are starting this post off with the image you see above, this is of course a recreation of the Super Metroid intro using Samus's power suit design from Samus Returns. The blinking animation is completely finished and will be shown in a future trailer.



Ceres is pretty much done, this is a rough draft of the map without the foreground or background objects.

Ceres is going to feel bigger in some ways. There are doors in the background
that open up as Samus passes by them to reveal rooms or hallways, showing there is more to Ceres than what we saw in the original Super Metroid.



The image here is what Ridley's room looked like before the
resolution change. The resolution was 288x224, the same as
 the original Super Metroid.




This was the room shown in the December 17th edit. The resolution
is now 320x240, the same as AM2R's. The room is quite a bit bigger but not too big.





This room is a mockup, so it may not end up looking quite the same in the
final version. This was a test to see how the eye sensor would look like in
Blue Brinstar's tileset. The eye sensor didn't appear much in the original
Super Metroid, but you can expect them to play a bigger role in FSMR.

The animation for it was fun to create. The eye sensor looks more "evil" in
a lot of ways





The environments will feel more organic and realistic, 8 new slope angles that don't
appear in Super Metroid, Metroid Zero Mission and Metroid Fusion are being added. With it, you can almost make a perfect circle as seen above.


Power-ups are getting a facelift. This is an example of how
Missile Expansions and Energy Tanks are going to look like.



This is how Samus's turn animation for all actions will work.
Turning right to left will have her turn facing the player.
Left to right will have her back to the player. I chose to create the animation
like this to give a feeling of depth, and also because this is how the
animation was like in Samus Returns.





 The first Zebesian shown on the blog! The tileset here is still experimental.





 Pink Brinstar's reveal! The tileset is still a work in progress, but
more or less will look like this. Find the Metaree!



Doors from Pink Brinstar going to Green Brinstar will have this
transition tileset. A new door variant is also seen here, the brass colored doors
appear in this area of Brinstar. The ones in Green Brinstar have vines clinging to them.



Finally the ship has been updated. The ship is based on the one
that makes an appearence in the Super Smash Bros series, and to an extent
based on Metroid Other M's design.
 The patterned windshield is inspired from
Samus Return's design as well.


Some control changes are being made as well. The controls for the game are being talked about often so we can keep improving them. The team has been looking at how the controls could work on PlayStation and Xbox controllers and how we can utilize Samus's whole arsenal and access everything quickly.

A new change we have been looking into is a new weapon selection system. How this works is a button is held down and a menu is brought up to select what you want to use. The menu would look something like this for example:



After making your selection, you hold down the "armed" button (Let's say R1 for example) to use what you selected. Missiles would work as they do in MZM, with R1 toggling them on or off if you hold it or not, and X-Ray Scope would automatically turn on the moment you hit R1.


Well, this about wraps up FSMR's Christmas update. As 2019 rolls in so will more progress until FSMR's eventual release! Happy holidays to everyone and see you next update!