Idea for a translation of Metroid Prime to the SketchFighter idiom
When I first played the SkF4K solo mission, as soon as I beat the first boss and collected the red gun, I knew what kind of quest I was on. As I progressed, the resemblance grew clearer and clearer... while the look and gameplay style may be different, the SkF solo quest is recognizably cut from the same mold as a Metroid game, and in many ways Metroid Prime (1) is the best match.
Inspired by this, I'm brainstorming ideas for a translation of MP into SkF terms keeping the SkF graphics, just translating MP's maps, bosses, etc. into a SkF scenario that is recognizable as MP. Right now, I have no concrete plans and not much hands-on experience with the editor, so this thread is just for collecting ideas for how various MP features could be implemented in SfK.
Things that would work well:
- Basic map look and feel maybe it's just me, but the SKF maps remind me of MP, thanks to their sprawling layouts and irregularly angular rooms, and to the fact that the map areas match up well between the two games.
- Bosses while exact replication of boss scripting, tactics, and effects from MP is impossible, I think it will be doable to make SkF bosses that are strongly reminiscent of those from MP.
- General quest structure this is the easy part: collect upgrades including four colors of weapon to unlock new areas and eventually collect
Chozo artifactsstars to unlock the final area. Hmmm, where have I seen this before?
Things that could be tricky:
- Mobility upgrades most of the upgrades in MP are mobility enhancements of some kind: morph ball, boost ball, space jump, spider ball, gravity suit. There's really only one such upgrade in SkF, (Ship 3). Some of the others could be faked with elaborate arrangements of forcefields which would be switched from impassable to passable configurations using Extra2 flags, however these won't work across multiple maps (will they?).
- Weapon availability SkF has the four colors of gun, plus missiles, but lacks bombs, power bombs and charge combos. However, it adds four weapon types , each with two levels of power. Some of these weapon types (particularly, wave and super pellets) can be used to hit switches that are inaccessible without them, and can thus be used in place of sequence-essential MP weapons that SkF lacks.
- No activation in SkF, it's easy to make things that are deactivated by switches, harder to make things that are activated by them. This means none of the events that take place in MP only when you visit an area after setting some flag, rooms where the enemies are different depending on where you are in the game, etc.
I'll add additional posts with specific ideas for how to do individual bosses, items, enemies, and puzzles.