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[Cancelled] N313 Remix

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N313 Remix

Screenshot:
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Where's the truck?!

NEW DEMO!
v0.40 - 11/16/13
http://www.mediafire.com/download/8ws50 ... u/N313.rar

Demo controls:
Arrow keys - move
Z - shoot (once you aquire the handgun)
X - punch
Esc - Menu
Enter - Select Menu Option

Special thanks to Caddie from Mugen Fighters Guild for the player, soldier, and dog sprites. A much needed improvement. (Amazing the difference just a few more colors can make!)


This project has been cancelled.

Turns out there is approximately no interest whatsoever in a Metal Gear 1 adaptation. So I've decided to use the engine for something a little more... interesting. I'll have a thread for it once I get enough art done for a demo. (It will be an original title).

If someone wants to pick this up, shoot me a PM. The project file requires GameMaker 8 Pro (or better).
 
Demo Updated: The Keycard Update
Doors ignore the euclidean layout of the world (screen exits, on the other hand, always follow euclidean law).
Made items equippable (but no gui for it yet- the handgun and card 1 will auto-equip on collect for now)
Added a bit to the GUI to display equipped items and ammo
Chased my tail over a silly door issue - 5 hours for a digit being off by 1.
New handgun icon, new ammobox icon
Added the card and ammobox items
Minor tweaks to the tileset template
Doors can take keycards
Handgun consumes ammo, and requires some to shoot at all
Ammoboxes won't appear until you collect a gun
Made doors 1 tile narrower
Implemented the Master Keycard and the Hacker Keycard (not obtainable in the demo, sorry :p)
Tweaked the perspective slightly so it should look okay in fullscreen regardless of resolution (press F4 to try it)
Gave keycards a seperate equip slot from items (no longer need to take off your gasmask to try out keys. lol)

That's about it for day 2-3 (was an overnighter, not sure how to count that.)
 
I never liked the original Metal Gear game.

One thing that I didn't like about what you have so far is the movement key priority, I strum the arrow keys rather fast and on my machine at least I noticed that the right-direction seems to have priority over everything, so if I hold left and press right I will go right, holding all keys sends me right, it's a nit picky thing but it's a nice programming problem that I think you'll enjoy solving.
 
Yeah, I'd noticed the key priority. Was originally recreating the original system exactly, until I realized that on an NES controller you can't push arrow keys simultaneously. Will be fixed in an update, thanks for the feedback!

The other issue I'm aware of is that guards float above the player. That's requiring a custom depth system for "dynamic" objects, will also be addressed.


I can definitely understand not liking the original. Though MGS3 offered a major "holy sh*t" moment, but it was lost on people that didn't finish the first Metal Gear.
 
Demo Update: The Menu Update
Didn't touch it day 4.
Day 5 changelog:

Rewrote the doors system, it now takes no effort at all to place and link doors.
Added the ability to pause the game (Esc)
Modified the HUD, fixed item display
Added a very primitive, but functional equip menu
Added buttons for save/load game, these are not implemented yet
Rewrote the entire inventory system, its far easier to extend now.
Wrote definitions for every item in the game (name, description, icon, etc)
Rewrote the map items to be more dynamic (its now a single class)
One very slight tileset tweak
Master keycard is now obtainable in the demo
Added debug mode (not in the demo, but lets me hold CTRL to walk through walls, or instantly obtain all items)
Items no longer auto-equip (tried with more than one item of each type, and it was annoying). You will have to use the menu to equip them.
Reduced the number of helper objects per map from 7 to 1

While the demo differences seem practically unnoticable, on the back end of things, this was almost an entire rewrite.
 
Demo Updated: The Alert Update

Day 6 changelog:
Added AI to enemy soldiers.
Added alert mode.
Added the ability for enemy soldiers to shoot.
Implemented most of combat (you can't take damage yet, though).
Half-assed an outdoor tileset.

Doesn't sound like much, but it was quite a task, and so far I'm pretty content with the results. If anything, guards are a bit too tough, but seeing as they are 1-hit-kill, I don't imagine it will be a huge problem.
Worth noting that punching isn't implemented all the way yet - it has no effect on guards yet.

The door just right of where you start takes Card #2 (or a Master Key). I suggest bringing a gun and ammo with you. Forgive my lack of effort on the mapping in the combat test area - this update was more about the AI than the new map.

And just to clarify, I do intend to make this a bit more enjoyable than the original. It's not so much a remake as, well, my take on it. I am assuming a couple of the limitations of the original, such as 4-directional movement. And it will resemble the original while I get a decent foundation to build upon. But I do have some creativity in store :)

Update:
Found a few bugs in the latest demo build. Making a list, partially for self-reference, and in case anyone actually pays attention, so they can tell what I'm already aware of:
Known Bugs:
1.) The "alert" music does not loop.
2.) Enemy bullets don't connect if fired while their x/y position is too close to the player x/y position (the bullet is created just outside the player's hitbox). I fixed this for player bullets to enemies, forgot to do the inverse.
3.) The alert sound, music, and the outside music are too loud.
4.) Enemy gunshots are silent. (They were in the original too, but it creeps me out.)
5.) Enemies don't animate when moving in a perfectly vertical line.
6.) Certain arrow keys have priority over others. (Already came up with an awesome idea to fix this, just have to implement it)
7.) Doors don't make a sound when they open.
8.) The secret room isn't actually accessible :x

Next update will be a good one :)
 
Demo Updated: v0.40: The Title Update

Day 9 Changelog:
Renamed the project to N313 Remix
Alert music now loops correctly
Enemy bullets now connect if fired at close range
Enemy gunshots now make a (subtle) sound effect
Enemies now animate when moving in a straight line
Very neat arrow key priority system, should be completely intuitive now
Doors make a sound when they open (no doors in the current demo though, haha.)
Added a logo
Added a title screen (Load/Save not yet implemented)
Added version to the title screen
Emulated the black "loading" inter-screen transition effect (after spending time with the engine, I really feel this adds something.)
Added an initial Jungle tileset (still plenty of improvement to be made here)
Added dogs
Wrote a new AI capable of more effective movement in rough collision areas (the old AI just kind of spazzed out)
Fixed a bug preventing an alert from ending until the background music changed
Heavily tweaked the dog AI to make them a very challenging enemy to someone unprepared (and to make them act slightly more dog-like)
Implemented aegis flash (effect when the player takes damage)(health loss is not yet implemented, but easy to do once death works)
Implemented AI waypoints (to enhance AI performance on complex maps)
Started to design a jungle starting area, similar to the NES port (demo now takes place in 3 screens of jungle)
Fixed a couple sound effect errors (where no sound, or the wrong sound would play)
Caddie from Mugen Guild was nice enough to contribute some new sprites for Snake, the enemy soldiers, and the dogs. I did adjust the palletes slightly to better fit the aesthetic.
Snake now moves faster than enemy soldiers. Dogs now move faster than Snake.
Added the formula for class limitations (but you can't "class up" yet, so its not yet a visible feature)
Rate limited damage so that multiple sources won't stack past the max per-tick damage

Worth noting the Jungle is *not* going to be the jungle from the NES version, at all. For nostalgia's sake for the first moments, the first two screens will be quite reminiscent of it. It always bugged me in the MSX version that you start after somehow reaching the front door to Building #1. How did you get there without the oxygen tank, or any other supplies? That said, the NES version wasn't particularly informed on this either. All we know is that the second you climb into an enemy truck, someone says "take that onto the base without checking in the back, at once!"
So I'm forced to take a small amount of creative license on that note.
 
So, I'm pulling the plug on this. There's just not any interest aside from my own, and that doesn't justify the number of weeks spent on it. I'm not abandoning the work done, I'm adapting the engine to an original title which is admittedly quite a bit more interesting. I'll have a thread up for that in a while, once I have enough art done to show it off.

In all honesty, the engine is more what I was after here anyway. And I realized there's a far better genre I can apply this to.

I updated the first post to reflect this. If anyone has GameMaker 8 Pro or better, and wants to pick this up, I'd be happy to pass off the project file and related materials.
 
Man sometimes you just have to do your thing. Don't give up just because people aren't commenting. HBG sucks for that shit, anyway. Get a product out that you are proud of, and spread it to other sites (such as RMN).
 
Haha, thanks. Not giving up - actually continuing right where I left off, just in a rather different direction that I'm getting more enjoyment out of.
Appreciate the positivity though!
 

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