tAPI [WIP][Released] Metroid Mod

Discussion in 'Released' started by Scooterboot9697, Apr 17, 2015.

  1. Gnatg

    Gnatg Terrarian

    Also, not sure if you are aware, but Terraria 1.3.6 is apparently planned to release this year. That means that Tmod will need to update, and I assume you will need to as well in order to work with any changes. Not sure if this changes your plans at all or if you were already aware, but I figured it would be better to make sure you were so you were prepared, rather than assume you knew and have you be caught off guard.
     
  2. Scooterboot9697

    Scooterboot9697 Official Terrarian

    I was aware of 1.3.6, but not of it coming out this year. I am curious as to where you heard that, however.

    With the way tModLoader works, it is very likely that all I really need to do is wait and I won't have to do very much on my end to get my mod running for the new version. tModLoader works by injecting code into Terraria so as far as I'm aware, the tModLoader devs can update relatively easily without changing too much of the base mod loader (so updating my mod won't be nearly as drastic as when I moved from tConfig to tAPI).
     
  3. Gnatg

    Gnatg Terrarian

    Just a few videos that I saw that said it would be out this year. Not sure if they are reliable or not, but I figured it would be better to be over prepared than to be under prepared.

    Also, I'm relatively new. How do I quote the messages before me so you can tell what I'm referring to?
     
  4. Scooterboot9697

    Scooterboot9697 Official Terrarian

    On the bottom right of each post there's a "Reply" button. To the left of it is a "+ Quote" button as well, but that's used for replying to multiple people at once.
     
  5. Deep_Eclipse

    Deep_Eclipse Terrarian

    Hey, on the subject of 1.3.6, Cenx said on the Terraria Subreddit discord and I quote "official mod support will be the last thing we attempt before we walk away" this was following a question about 1.3.6 and TModLoader. make of that what you will but if Terraria does get official mod support will that affect this mod in any way? seriously looking forward to it
     
  6. Scooterboot9697

    Scooterboot9697 Official Terrarian

    Something like that will definitely affect this mod, though I can't say how much, since I know nothing about how future mod support may work (if they actually add it).
     
  7. Fro Zen

    Fro Zen Skeletron Prime

    is this mod still being revived? i'm pretty good at modding, and from what i'm seeing this mod do it might be easy enough for me to port it. i wont be able to do it constantly, i've got my own mod to work on, but i get stumped and having something else to work on instead would be nice.
     
  8. Scooterboot9697

    Scooterboot9697 Official Terrarian

    I'm actually in the process of updating this mod to Terraria 1.3+ via tModLoader, and I've already got a team helping me. We're making relatively consistent progress (aside from the fact that this is just a hobby and is being worked on in our free time), so I don't think we need any more helpers, but I appreciate the offer regardless.
     
  9. Fro Zen

    Fro Zen Skeletron Prime

    yeah i do tmodloader too. well, if you need anyone, i'll gladly help, and if it's needed, i'll show some stuff i've done in the past
     
  10. steamjunk

    steamjunk Terrarian

    if you dont mind me asking

    how hard is it to do a direct port from tapi to tmodloader?

    direct port as in no new content no rebalances and no recoding(if thats even possible)
     
    Last edited: Jul 27, 2018
  11. Scooterboot9697

    Scooterboot9697 Official Terrarian

    It's possible and probably relatively easy(ish) to do. It really depends on the complexity of the mod. My mod in particular, may be rather difficult, as I had to completely rewrite the Power Beam addon interface, but everything else would be pretty much straight forward (you have to do stuff like manually combine the .json files into the .cs files and all that, so it's definitely tedius).

    To be honest, this feels more like a question that should be asked on the tModLoader thread, as you may get a more definite answer there (though it is a bit likely that they will tell you pretty much the same thing).
     
  12. steamjunk

    steamjunk Terrarian

    nah i was just thinking of trying to do a straight port (with your permission)
    if it was easy enough just to hold people and myself off until you released the real thing
     
  13. Wildfire

    Wildfire Steampunker

    you should add energy tanks, so that way the player can get to 1k health like in the games
     
  14. Joost8910

    Joost8910 Dungeon Spirit

    Energy tanks are actually used for crafting rather than extra life. 1000 health is a bit much for Terraria under normal circumstances.
     
  15. ShadowTiger

    ShadowTiger Official Terrarian

    Something like that would be best used with a mod that lets you alter enemy health on a global scale so you don't one-shotting enemies with your eventually overpowered weapons. I remember going around Metroid Prime 1 and 2, firing more powerbeam shots than I can count at them until my fingers were raw and bloody. The farther along in the game I went, the harder everything became, and I definitely valued each and every energy tank I had. I'm not the best player, a'la speedrunners, but I'm a far cry from being awful at them too. o_O

    So I can see them having a use, or an outright replacer.
     
  16. Scooterboot9697

    Scooterboot9697 Official Terrarian

    As Joost mentioned, Energy Tanks are going to be crafting components, specifically for making the Power Suit and some other starting items. I have no plans to add items that extend the player's maximum life, as it would break the balance of the game if I didn't execute it correctly. If I buff the player, then I have to buff enemies and bosses to balance it out, but then vanilla stuff becomes too easy, so I'm going to avoid outright buffing the player entirely.
     
    ShadowTiger likes this.
  17. leqesai

    leqesai Terrarian

    Good to hear that you're working around the vanilla system regarding balance.

    The main problem with most content mods is that they trivialize most of the base game. This is fine for a total conversion but when you add content it should work pretty well alongside the base system instead of being a few steps ahead.
     
    NotaVoltorb and Scooterboot9697 like this.
  18. brandontsk

    brandontsk Terrarian

    This mod is coming along amazingly.
     
  19. Gnatg

    Gnatg Terrarian

    So... here is a thought. what if you added a sort of slot for the power suits that could hold a sort of energy tank, but acted more like a shield, akin to what you have done for missile containers and to how the 'health' in metroid really works (since energy is basically an energy shield for the power suit). Additionally, each power suit could hold more 'shield canisters' than the previous versions and the 'shield canisters' could be any number of things: boss drops, rare drops, craftable but requires rare materials, or craftable but requires multiple steps similar to some accessories. This way, it isn't really additional health for the player, it is just like additional defense for the armors.
     
  20. Scooterboot9697

    Scooterboot9697 Official Terrarian

    If I understand correctly, what you're suggesting is an extra health bar on top of the vanilla health, which... would basically result in the same balancing problem.