Journal #8848

Posted 6 years ago2017-08-03 19:02:31 UTC
Rimrook RimrookSince 2003
Checklist for SMJ.
(Doesn't include everything, only the things I write down.)
[ ] Bonus Room Doors
[X] Enemy Memory
[X] Coin Memory
[X] Aiming system for gamepads
[X] Camera control for cutscenes and secrets
[X] Destructible blocks for terrain
[X] Navigation Minimap
[X] Options - Cursor size
[X] Options - Crosshair Follow speed
[X] Options - Number of crosshairs
[X] Options - Preview Cursor mode
[X] Number keys equip or use items
[X] Item drop system for enemies
[ ] Controls and game setup on launch
[X] Controls Setup in Options
	[X] Keyboard Config
	[X] Controller Support
[X] Physics for Coins
[X] Coins of increased value like 10, 25, and 100
[X] Item Shop interface for buying
[X] Drops for enemies
[X] Coin Bank Screen Graphics
[X] Coin Bank Screen Mechanics
[X] Item stash in van for excess items
[ ] Picking up blocks objects
[X] Chest Blocks that spawn items and whatnot
[ ] Timer Switches
[ ] Lever Switches
[X] Switch Blocks
[X] switches
[X] General Phys Block (like a crate but indestructible)
[ ] Water system
	[p] Water Graphics
[ ] Swimming for player with ability upgrade
[ ] Wayne riding and pickup
[ ] Format All Sounds to OGG's
[X] Optimized one-way platforms
[X] Pressure plates
[X] World Map Screen Mechanics
	[ ] Map Screen Graphics
[X] Bus Stops
[X] New Ladder System
[X] Enemies Template
	[X] "Heat" Combat AI
[X] Options Screen
	[X] Shift to Run option
	[X] Cursor Color
	[X] Sound Volumes
[X] Keys and Key HUD
	[X] Locked Doors
	[X] Monster Doors
[X] Health and Wallet Expansions
[X] Bombing and Super Bombing
[X] Duck-crawling
[X] Brick and Pound Blocks
[X] Game Over screen
[X] Player damage and link to HUD
	[X] Warnings when health is low
[X] Doors and Pipes
[X] Save Block
[X] Ability upgrades
[X] Basic pickups, coins, hearts, item template
[X] Inventory
	[X] Item Equipping
	[X] Item Dropping
	[X] Equipped Item Indicator
	[X] Mouse-over highliting
[X] Graphics and fitting for map system
[X] Incorporate MV Map system and map display
[X] Title Screen and splashes
	[X] ESC pause menu
		[X] Menu buttons
	[X] Continue Game Screen
[X] Music Player
[X] Level Settings
[X] Basic scene layers and Physics

16 Comments

Commented 6 years ago2017-08-03 23:41:10 UTC Comment #42441
I'm out of the loop, what's SMJ?
Commented 6 years ago2017-08-04 00:04:16 UTC Comment #42437
Miraculous timing with this game. Inbetween you starting the project and today, indie metroidvania-style games have exploded in popularity.
Commented 6 years ago2017-08-04 06:46:07 UTC Comment #42432
Give us a shout when it's ready for beta! :)
Commented 6 years ago2017-08-04 09:01:44 UTC Comment #42440
Now, that was a lot of work. Congrats on getting things done!
Commented 6 years ago2017-08-04 10:30:44 UTC Comment #42442
Oh, what's SMJ? I mean I know what does SMJ stand for, but what this game is all about?
Commented 6 years ago2017-08-04 12:56:53 UTC Comment #42433
Y'know, I don't know if I ever got the details of this game. I know what it's called, and what it looks like, but I don't really know much more about it. Give us the run down, Rimmer!
Commented 6 years ago2017-08-04 16:53:06 UTC Comment #42434
I remember playing the demo waaaay back and having a lot of fun - glad to see you've got so many things crossed off the list, and look forward to the final product!
Commented 6 years ago2017-08-04 22:08:42 UTC Comment #42427
Super Matt Jordan is an adventure platformer about a friend of mine who is a pretty cool and misunderstood guy. With all that, it's also about the empirical versus the hypothetical, or in other words, what would you do if you had super powers? I asked a number of my friends this question then pitted their answers and personalities against an incredible challenge "what if someone threatened to destroy your home?"

It is a metroidvania with exploration and discovery. It's also story driven, which I've developed a very in depth system for dialog and cutscenes. Story has undergone quite a lot of work and is still undergoing a lot of changes. It's a big project but it's moving along.

A couple TWHLers are in it, a good number of people are. It's also non-profit and free.
Commented 6 years ago2017-08-06 11:19:28 UTC Comment #42438
That night screenshot with the monolithic figure though...
Commented 6 years ago2017-08-06 22:33:37 UTC Comment #42428
Which one? This one?
User posted image
Commented 6 years ago2017-08-07 00:00:00 UTC Comment #42439
Yup. I'm a fool for blue and night scenes, so the atmosphere in this one tickled my pickle the most. There's another moody one that i liked with some sort of asian structure on top of the hills, but the front tree blended a bit too much with the rest of the background.
Commented 6 years ago2017-08-07 00:37:57 UTC Comment #42429
I don't even know if I'm going to keep those exact graphics, but I'm glad you liked them. The themes will stay since the landscapes are what they are.
Commented 6 years ago2017-08-08 21:51:30 UTC Comment #42435
Nice. Looking forward to the release.
Commented 6 years ago2017-08-10 04:40:24 UTC Comment #42436
free, huh? I like it! Pretty sure i asked before but you going for steam release? (greenlight is retired)
Commented 6 years ago2017-08-10 21:16:19 UTC Comment #42430
Have to look into the steam thing again, it's been a while. I should use it if it's beneficial, which it probably would be. Final release is far off but the demo will be ready soonish.
Commented 6 years ago2017-08-11 11:45:40 UTC Comment #42431
Ok, achievements might be cool. Though I would make them kinda hard to actually achieve, would probably involve different game modes like Stomp Only or One Hit Knockout. I always felt weird about achievements being super arbitrary and not amazing to get.

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