@Lurker:
That was weird for me, it wouldn't show your post at all until now, like yours didn't show up chronologically (I saw Blaze's post but not yours until now). It's always good to have reference material so thank you!
@Valithan:
Sorry I missed your post yesterday night/ this morning. Just wanted to thank you for your contribution, which is a fine first post, welcome to the forums!. Spoofing previous encounters would make for a fun game, because the original plan for each of the scenarios (peach/krystal/samus/pokemon/and the rest of my secret plans [insert evil laughter here]) was to tie them into their separate universes as much as possible. This is not only to please fan of the genres but to add more atmosphere around each of the scenarios, so that they are fun, memorable, and at best, a fapping tool you can keep coming [no pun intended] back to.
Now on to your ideas. From a plot point of view, I think it would be hard to actually replicate another samus. The "x" parasites had formed an SA-X from the encounter they had before she was introduced to the metroid vaccine, the SA-X actually forming from the sections of armor the medical crew has surgically removed. Post metroid vaccine if she touches any "x" viruses she absorbs them, unless they are in host form or on a host. That being said however, since Samus will start naked, so you can assume her armor has been removed for analysis or surgically removed etc, and since the "x" virus is used a lot in the plot I have formed you can assume an SA-X will be present.
The plan for samus ~ "x" interactions was to have the small blob come onto the screen (since every monster that isn't a space pirate will be an "X" clone) and form into the monster that the room represents like they did in metroid fusion. Then of course you would the different scenes depending on the attitude (aggressive/passive/neutral as proposed by steel saurus), armor (different plates, or under suit, or nothing, or crotchless etc). Once the sex scene was done I was planning to have something either showing her absorb the monster (if it is "x" based) or to turn it to dust (like the metroid hatchling in super metroid did, it would latch on to things, turn them brown and then they would fade away into dust), which I think would be fitting to show that effectively the monster was done (much like in mario is missing the passed out goombas role).
That being said, somehow a three some where an SA-X runs through the wall (
shouting something along the lines of being a juggernaught) and joins in on the action at hand (even during a "bossfight" for the nostalgia reference to fusion) would be awesome. It is also true that multiple SA-X were in fusion, which could lead to other fun possibilities. Say... dark samus / phazon samus meets SA-X meets more SA-X meets Real samus. My mind is already perceiving the crappy frame rate from so many models interacting but I can't say I find the thought displeasing. It also leads to fun ideas where you have to try and outrun an SA~X (since the rooms are all dark we can even toss the lighting it has around it) where if it catches you it screws you (and if you outrun it you get another reward).
Concerning upgrades is a complete other ballgame. I haven't put too much thought into the upgrades other than the different beams allowing different actions ( I really wanted to put in the 7 different space pirates from prime, wave/ice/plasma/power/stealth/normal/jump pack) and depending on the "beam" you had selected you would have different actions. Since they are weak to the power they use, if having said "beam" equipped then samus would be in the dominant role as opposed to submissive. Also the interaction would change. If you really wanted to add more stuff for the sake of complicating (I want basic upgrades which either give you armor back (which effects the sex scenes) or an item that doesn't serve any role but changing the sex scenes, and maybe one or two old-school references (unlocking fusion suit or unlocking Justin Bailey jumpsuit). However if other people have great ideas they are more than welcome to toss things around. While the main point of this thread is one giant wish listing/art thread to amuse myself and others, the second biggest (and albeit important) factor is idea/content generation for the LoK team.
I was planning to incorporate a chozo statue that you could interact in different ways, and the VERY first one I thought of was the spike scene in the crashed spaceship that you mentioned, the second thing I thought of was the Metroid Zero Mission sprite animation of the statue getting absolutely frisky (still impressive animation by my standards today).
The thing is while I want some linearity to get people to move around and meet the different creatures, too much of a sandbox makes it more of a gallery than a story if that makes sense. Granted I think after a play-through you should get a code that lets you see each of the animations in the game as to reward those/ appease those that just want to fap.
As for a custom suit. I am totally game for it, granted I haven't ever thought of one so it would look probably cheezy, and would probably be just a more impractical titillating outfit. Yet, it sounds like a fun idea I will give it a shot eventually!
Transparencies on parts of the suit... ya I like that idea a lot actually.
Thanks for the contributions, you made me type out my own wall of text to match/surpass yours. Also this is for you: not made by me but its chozo, and samus.
http://gelbooru.com/index.php?page=post&s=view&id=34934@ Trunks:
I ripped the sprite I was talking about with the frontal view of samus, that shows all the upgrades she has that in the original game you could toggle on and off. I also found a person's original intepertation of said menu actually containing the different armor sections which I can base off of if not outright use (with permission of said artist of course). The point being that you could toggle the different armor sections on and off, which would probably follow the path that "Clixposing: Samus" took in armor design, for at least the original armor. However makeing custom armor has been proposed a lot more than I thought it would have (didn't even cross my mind unfortunately) so I might go that route on top of that as long as incorporating some of the more iconic ones.
As for restrictions, it makes sense to me, unless you get into extreme details but that is more stress on the programmer/artist than I want to force upon them however it's an option none the less.
Reference for armor sections: Clixsposing Samus:
http://www.newgrounds.com/portal/view/276780I would do it in reverse naked building up, but to the same effect.
@Blaze:
I am glad the armor stripping/toggling has made everyone a little more excited (it was what I was thinking from the start but now that it has been made more clear by everyone else
)
As for zooming. I am just making pixel art and having fun. I used to be able to program in action script / flash about 6 years ago when I took it in the first two years of high-school. Even then it was from a manual that pretty much was just copy past. I made one or two original games from all the accumulated knowledge but nothing of the scale/caliber of Legend of Krystal.
So as far as programming goes I rather leave it to a team that knows how to do it well, and with an enthusiasm that matches my own, or to get back into action script, which I can do but by the time I am done the LoK team would probably be done their own version (which if I didn't like I would go and make my own after relearning how to make flash.)
That being said, I am learning vectorial artwork right now. Up until now I have learned how to do traditional medias (I can draw with graphite, coals, pastels, paints (acrlyic, oil, water), lithography, silk screening, sewing, etc. etc.) and a couple of the digital medias (I am ok in flash though I haven't touched it in years, however painting in flash I am good at, photo-shop coloration and drawings I am good at too, and what not). Anyway vectorial artwork is totally counter-intuitive for me, however it has so many upsides right now that I can't complain at the same time. While it is an unwieldy program for me (using illustrator), it allows smooth artwork that can be infinitely scaled. If I were to actual make this game from scratch I would take the pixel art I have now, and actually redraw it using vectors, to not only eliminate the pixel-based artwork (it would be a lot smoother, sharper, and cleaner) but to allow infinite scalability. Meaning that you could export them at different size and still have the quality since it is all math based algorithms. So I would actually have the game screen somewhat large (IE: a room more or less taking up a whole screen, and a bit of scroll-ability from side to side (which would then be used to move the final background back and forth giving depth to the movement and making you realize the beauty of the foreground (I love those chain linked fences). The minute she would touch a monster I would either then a) Zoom in or b) have like a cutscene frame appear with the action in it. Either way, both of those would make frame rate lag, and since I am not an actual programmer (not a very well versed one anyway) I wouldn't know how practical any of what I just said would be ^^;;.
Here is to hoping that by clearly stating once again (for previous reference check peach thread, under all the pixel based artwork I did) that I cannot program and that I am just here to generate fresh ideas, that I don't shoot myself int he foot and curb people's enthusiasm.
This should be enough of a block text by now, once again if you see spelling mistakes or need clarification, just let me know.