It's been a while since the last update! If you're new to following this project, just know I'm working on it alone in scattered free time, so progress will come very gradually and in bursts.
In the screenshots, you'll notice some red lines mixed in with the blue grid on the RADAR screen, this is just temporary to ensure the map lines up with the grid, and you can only see it when scaled to a certain level. It will eventually be removed when all RADAR maps are finished.
New Interface Artwork
The interface previously was changed to look more sleek and became "greenish" (lol), but now I've taken to a more cyberpunk feel for the interface. The interface changes are purely cosmetic though, kind of like a skin rather than a rework. I think the original MG2 style of interface works well for the style of game and I'd like to keep the same functionality.
Map Update
I dont believe I mentioned this anywhere else, but the first two (technically three) areas of the game have been completely remade in proper MSX form. Due to a goof on my end, I was previously just taking bits and pieces of the MG2 map and throwing them around randomly to create my map. While this sorta looked alright, something always seemed a tad off about it to me. So I've come to realize that every single MG2 map is semi tile-based. What I mean by this is that while the majority of "tiles" are unique, if you split the map into 16x16 grid squares and then use those squares as tiles for your own map, you can make authentic maps with the same tiles from Metal Gear 2! So, after making this discovery I went about recreating every area in this fashion. Of course the test room (the wooden hut) wasn't changed, as it's already copied from the original game piece for piece. This also makes map making a bit easier as I don't need to edit maps at a micro level, basically just paste around matching squares to create what I want, just like a proper tile-based map.
Moving Forward
A good friend of mine has been helping me playtest the game so I can ensure bugs that I don't notice or pay much attention to are squashed. This will continue over time. Also, since I'm just about done with the interface, I'll be working on coding whenever I have my next burst of productivity with this project. At the top of the list is fully integrating enemies into the game, as currently they just stand there and are able to be killed. I'll be implementing Alert and Evasion sequences, and then eventually enemy patrol routes and enemy spawning for the Alert phases.
I'll be uploading another playtest soon so be on the lookout for it soon!
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