The Latest Things from MTC
December 6, 2013: Vitamin Deficiency
Megavitamin is out of Millie Megavolte 7 HD. I'm sure all zero of you that gave a shit about the random blue guy from Demon Lord will slit your wrists but it had to be done. Every play style niche I wanted to try out was filled by the other characters and I couldn't think of anything interesting to do with him. So, he's outsies.
Here's a recap of the character play styles.
- Millie: Berserker. The standard. Just like she was in the Flash version.
- Lance: Duelist. Lance is faster than Millie and his air attacks don't slow him down. However, his Dash isn't a constant attack. Instead, he slashes forward and gets a speed boost. Lance blocks all projectiles while focusing (holding the attack button).
- Kilzek: Juggernaut. Slower than Millie but more powerful with his greatsword. Instead of Dashing, he Tramples; if an enemy is killed by his Trample attack, Kilzek isn't bounced back like Millie would be. Kilzek also gets a Slam focus attack that is more powerful than Pulse Dive.
- Anne: Gunner. Anne's shotgun attacks are slower but have more range than Millie's swords. While focusing, she has a weak coin magnet. She has no dash attack but can run faster than normal.
They're not drastically different but varied enough to make them feel like different characters.
The issue with Megavitamin brings up a topic I've been thinking about lately. What do I include and why? Should I hold on to things just becuase they were there before? The only reason I wanted Megavitamin in the first place was because he was cool and it felt like the last Millie game would need something from everything that's been in the series so far. It seems dumb now because I'm the only one that cares about these characters. If anyone even recognized him, it would just be an, "oh, it's that guy, neat." He doesn't have anything interesting to say or do, so why include him?
That's another issue I have with Millie 7. I want to add some story around it to make it seem less mindless but that's what the gameplay is about. It's basically an old-school platformer and the coins floating everywhere don't exactly mix with drama. So, Narcure is a random asshole and a cartoon character of an enemy. There's nothing wrong with it for what it is but I want to do something deeper. Like Zeran's Folly. Man, I should really get back to that.
I can't really have my cake and eat it too with this sort of thing. It's a bummer because if there's no story then the characters may as well be cardboard cutouts. Millie and Anne are practically the same person but Lance is complex and Kilzek is funny. Maybe I should make a game just about Lance five years ago.
I have a really fun contest idea for free game keys in the future so stay tuned.
November 21, 2013: Millie Megavolte 7 HD Six Weeks In
Here are some highlights of what's been going on with the port lately:
- Gamepad support. It works great and even works with the new PS4 controller right out of the box.
- Super FPS. Things are still being added but the game runs like a beast on my machine. Flash can suck it with its "60 FPS if I'm feeling generous" malarky.
- Extended versions of old tunes. Check out the new version of the Petal Pass theme:
I wonder if I could get away with charging $10 for the game when it's done. It feels right on the money between "cheap $5 piece of Indie crap" and "greedy $15 Indie asshole".
October 19, 2013: Millie Megavolte 7 HD Redux Extraordinaire, Rainbows and Blowjobs Edition
While working on the prototype for Zeran's Folly I thought, hey, I'm basically remaking the Millie 7 engine but not making Millie 7 with it. I still have all the assets; if I made a few new stages and polished some stuff I could come up with something worth selling. After all, Steam/PC users are probably a better demographic for the game than your standard retarded browser game players who don't know a keyboard from their asshole. "Wahh, three buttons is too hard!" Kill yourselves.
Once I've got a working prototype and a stage or two completed I'll try my luck with Steam Greenlight. If it works, great. If not, I'll cut my losses and go back to Zeran's Folly. Both games will use the same engine so the only thing hurt will be my pride.
The story will be getting a rewrite as well. The game opens with Millie and Lance's wedding. Kilzek tries one last time to get at Millie, Megavitamin elbows him in the face, then Narcure busts through the window after Millie and Lance are declared married. After enough teasing and beheaded peasants, Narcure flees laughing to the hills with Millie and the others in hot pursuit.
Here are the gameplay changes I have in mind:
- Five playable characters, each a little different: Millie, Lance, Kilzek, Anne, Megavitamin.
- Some polishing of the existing stages.
- Four new stages: Murmur Marsh (the original will be called Murmur Temple), Stonespade Depths, Algor Fortress, and the Stumbledark.
- Pulse and Berserking are now completely gone. Over. Done with. Instead, you can charge your attacks by holding the button then releasing it. Different characters will have different charge abilities. For example, Millie will use Pulse Dash and Pulse Swirl while Anne will have Boomie Bits.
- Bosses will have their health reduced to compensate for losing the Berserking damage boost. If you were bad at going berserk in boss battles, grats, the bosses will be a lot easier for you now.
Here are some technical improvements I plan on doing with the remake:
- Built in C++ instead of Flash so performance should be much better. Should be, but I'm a shitty coder, so we'll see.
- Better collision detection all around. Fancy mathamajigs everywhere and trig and stuff. Basically, Millie's attack range will make more sense.
- 1280x720 resolution instead of 640x360. Maybe full HD later if I want to waste my time. Fullscreen options.
- Gamepad support.
Eventually, once I get something playable I'll post a video of it or something. No online alpha this time, sorry.