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This repository has been archived by the owner on May 11, 2021. It is now read-only.

The first project I created with Godot over the course of about two weeks in summer 2020.

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toasterofbread/original-metroid-engine

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Metroid Engine

Changelog:

30 June 2020 (day 3)

  • Added crouching

  • Added turnaround animation, hurtbox, and beam origin points for crouching

  • Readded weapon selection

  • Added weapon cancelling

  • The HUD now adds icons for available weapons

  • The HUD removes digit sprites for weapons with no set amount

  • Weapon selections are shown in the HUD

  • Weapon selection is automatically cancelled when the selected weapon depletes

  • Added missiles and super missiles

  • Added screen shake on super missile impact

  • Added white flash effect on Samus when she takes damage

1 July 2020 (day 4)

  • Added right facing versions of all of Samus's current sprites, as opposed to flipping the left facing sprite

  • Made Samus take knockback in the opposite direction when hit by an enemy

  • Made it easier for Samus to cancel into a run while crouching

  • Fine-tuned Samus's jump height, run speed, etc to more closely match Super Metroid (still needs work)

2 July 2020 (day 5)

  • Added title screen

  • Added intro cinematic

  • Improved how Samus handles turning animations to reduce bugs and improve readability

3 July 2020 (day 6)

  • Added morph ball

  • Added bomb (damages enemies and moves Samus up when she is in morph ball form)

  • Added a dynamic raycaster to Samus to prevent her from leaving morph ball/crouch mode if there is a ceiling above her

  • Added doors (beam, missile, super missile, power bomb, and locked types)

  • Began work on door transition animation

  • Improved how Samus's collision box is applied when her animation changes to prevent clipping into the floor

4 July 2020 (day 7)

  • Completed the door transition animation
  • Added a GLOBAL script

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The first project I created with Godot over the course of about two weeks in summer 2020.

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