![]() Every edit made to PB would be listed in the program, which could be checked or unchecked. I think it would be cool to have a some kind of PB ROM generator that could be used to create an ideal version/build of the hack for players who dislike certain things about it. After all of that is finished, there are more alternate versions and configuration patches that I really want to make for it as well, including a hard mode that I've already gathered a nice list of ideas for. More new rooms, room mergers, items, events, graphic/tileset edits, enemy AI edits, and a lot of other smaller changes. Progress usually happens in huge bursts where I will aggressively work on it all day for weeks or months at a time. That's part of it, but mostly I am just lazy, distracted and depressed often. ![]() I could say that it is due to me being only one person, or that I'm choosing to take it slow so that more mistakes can be found, or that all of this extra time allows me to think of ideas and refine them. The best way to track progress is to hang out in the Discord server. My quality standards for PB have gotten really high, so it's gonna be awhile. I work on it when I feel inspired and motivated, and sometimes there are long gaps between that. I don't do deadlines or release dates, because I don't work at a steady pace, and I'm not trying to make working on PB into a chore. The “MORE INFO” section is a really just a giant answer to this question. It's not meant to replace Super Metroid, or to subvert the technical gameplay that Super Metroid has become known for. PB can also be played without the new colors or the gameplay behavior changes. Skilled players and speedrunners have more technical movement options. Elevators, doors and other things move faster. All of the game's colors have been changed. Some enemies and bosses behave a little differently. ![]() Project Base keeps Super Metroid's map, area layout, and visual style, and instead focuses on carefully adding new content and abilities on top of that. It's a full-on community hack at this point.Ġ1. PB grew from a little quick thing I worked on by myself, to something that tons of people have contributed to. Someday there will be more patches that allow things from different PB versions to be mixed, and custom build requests will be easier to do. I try to make these for people if it's a really quick and easy request (mostly they are), and if someone asks for something that would take a bit longer to do, I write it down so I can make it some other time. Some people have asked me to make versions for them that modified or removed some small thing that they didn't like, because it was a glaring flaw in something that they otherwise loved. The final version will have much more significant map changes (it'll be awesome and still flow perfectly, don't worry).Īs more and more feedback came in, I realized that custom builds are a good extension of the Project Base idea. As of PB version 0.7, I started making edits to the map, but only to add new content and shortcuts to what was already there. Because PB mostly used Super Metroid's original map, it seemed appropriate to change everything else besides the map that I could, and then undo or adjust the edits that don't seem well-received over time. Many edits were made just for the sake of making them. I kept speedrunners in mind from the very beginning while making some of PB's earliest changes, and I still like to gather feedback and opinions from experienced Super Metroid players when I can. PB still resembles the original Super Metroid enough to be used as a base hack. The earliest sloppy releases of PB were well-received, so I kept adding more features, and updates started taking longer and longer to release. It was squishy_ichigo's Vanilla++ hack that gave me the initial idea for PB because it only changed stuff like color palettes and physics (and removed walljumping, lol). I came up with the name “Project Base” because the earliest version was intended to be a simple base hack that others could re-hack, which changed the palettes & physics of the original Super Metroid, and nothing more.
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