It's that time of year again, grab your buckets and get ready for some treats!
Throughout FSMR's long span of progress, Samus's sprite has gone through many iterations. The current version will be the final design, taking a lot of influences from Samus Returns.
Throughout FSMR's long span of progress, Samus's sprite has gone through many iterations. The current version will be the final design, taking a lot of influences from Samus Returns.
The gravity suit was shown in the last update, but that design may not be accurate to how she will look, as her suit design blends other designs throughout the series.
Some new changes are coming to the overall gameplay as well. Beam combos are still a thing but no longer work quite the same way they did before; in a good way. You will be able to activate them the same way with power bombs, however you will no longer need to go to the menu and turn off everything except the beam you want to use. You can now select a "primary beam", which will automatically select the most recent beam Samus aquires but you can change any time on the menu or through the hot keys/ R2 and L2 on controllers.Your primary beam will be featured as the color of the lights on Samus's arm cannon, this does not affect how the beams stack however.
Reworking Samus's animation has been fun so far. Unlike games like Other M or Fusion, I hope to portray Samus's personality through her body language and the way she interacts with the environment. You can expect to see some idle animations as seen in the Prime series or AM2R.
The environments in this remake are also getting a facelift. The overall style is a somewhat enhanced version of Metroid: Zero Mission, many assets from Zero Mission will be returning in fact while some that could have been used will be replaced entirely with custom assets. Not too long ago, a personal friend who would have been creating all new backgrounds became more invested in other parts of his personal life and his own art projects and cannot do any work for FSMR anymore, so any new backgrounds coming to FSMR will have to wait.
Samus's new facing the player idle can be seen occasionally, especially after exiting her gunship.
A whole lot of temporary background. There is a room next to this that will not be featured in the remake whilst being in the original. The missile tank that was once there is somewhere else now!
The temporary background does not do this room justice, this is the first fungus cave Samus enters after retrieving morphball bombs.
Norfair is also recieveing a bit of a facelift. Power grip will be returning and be a part of Samus's arsenal right from the start. As you may have noticed as well Samus's back is to the player when she faces left, another piece of inspiration from Samus Returns.
I think this room might be important for some reason...
Whilst these are all mockups, they are also built in the current engine and are playable rooms. Samus's sprites still have a long way to go, you could say these are mockups utilizing Samus's new design, which has not been implimented yet.
The screen resolution for these images follow the same as the GBA, 240x160. The room designs are based on this resolution size, however this is temporary and will be increasing for those wondering if the resolution will stay as-is.
Happy Halloween everyone, stay safe today and I hope to bring more FSMR content soon! Until next time!