AngryFireChozo is a hack that started when I accidentally created some glitched physics while playing with Insom's boostball. At first I thought the changes that happened were just silly, but as I played with it I realized that there were many interesting applications that could be created for it. As my main hack is bogged down by graphics work, I was looking for an outlet to get back to level design. Combine the two, and AngryFireChozo is born.
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This is going to be a giant minihack. It might be large enough to be considered a fullhack, but it'll play like a minihack. I started just over last week with this planning to be a "few room hack" and already it's grown to the point where I can confidently say it'll be almost half the size of the original by release. However, nearly half of this world is well hidden, behind (seemingly) impossible barriers.
Edit (April 25th):
10 days left and it's overdrive time. Currently 94% is the max obtainable, probably to be 100% tommorow. Mockball is required for 100%, as well as some old and some new tricks. I can say obtaining 100% in this hack may be the most difficult out of all hacks, as the lack of any real need for more upgrades than are provided in the main "game completion" path makes most of these extra missile packs superflous and stuff, so I just hid them in places wherever without any real hints, just making sure they couldn't be gotten earlier than expected and break the game. It will serve as a real challenge to anyone who is interested in 100%, however.
Once 100% is all placed, the only thing left is to finish the path to the final boss, and then work on the escape.
I have no clue about how much of my level design goal has been reached by now, as the map is absolutely crazy and secret areas quite often go behind areas that you already explored... Due to headaches and other responsibilities, it's not as large as it could've been, but it's still one giant minihack. (And I have 10 days to expand upon that and meet my original goal) >_>
Progress:
ASM: 92% (One last little thing I have to do)
Level design: 70%?
At this point my biggest concern is that by release I'll have overlooked some small game-breaking minor detail. I've already caught a couple of doors that I connected one way, but not the way back... I do as much testing as I can, but I don't have time to give it a proper beta-testing. I hope the hack doesn't seem unpolished due to the rush it was made in...
[glow=red,2,300]Absolutely coming May 5th[/glow]
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This is going to be a giant minihack. It might be large enough to be considered a fullhack, but it'll play like a minihack. I started just over last week with this planning to be a "few room hack" and already it's grown to the point where I can confidently say it'll be almost half the size of the original by release. However, nearly half of this world is well hidden, behind (seemingly) impossible barriers.
Edit (April 25th):
10 days left and it's overdrive time. Currently 94% is the max obtainable, probably to be 100% tommorow. Mockball is required for 100%, as well as some old and some new tricks. I can say obtaining 100% in this hack may be the most difficult out of all hacks, as the lack of any real need for more upgrades than are provided in the main "game completion" path makes most of these extra missile packs superflous and stuff, so I just hid them in places wherever without any real hints, just making sure they couldn't be gotten earlier than expected and break the game. It will serve as a real challenge to anyone who is interested in 100%, however.
Once 100% is all placed, the only thing left is to finish the path to the final boss, and then work on the escape.
I have no clue about how much of my level design goal has been reached by now, as the map is absolutely crazy and secret areas quite often go behind areas that you already explored... Due to headaches and other responsibilities, it's not as large as it could've been, but it's still one giant minihack. (And I have 10 days to expand upon that and meet my original goal) >_>
Progress:
ASM: 92% (One last little thing I have to do)
Level design: 70%?
At this point my biggest concern is that by release I'll have overlooked some small game-breaking minor detail. I've already caught a couple of doors that I connected one way, but not the way back... I do as much testing as I can, but I don't have time to give it a proper beta-testing. I hope the hack doesn't seem unpolished due to the rush it was made in...
[glow=red,2,300]Absolutely coming May 5th[/glow]
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