I hope this mod releases soon. I'm really hype to see the new enemies and bosses and see just how powerful you can mix beams to be.
I very much agree on this. fusion is underrated in general IMO. mp2 is my least favorite game in the series assuming we aren't talking about the unspeakable ones.I've always really appreciated and admired some of the music from Metroid Fusion. I mean, Serris's theme is just balls-to-the-walls amazing.
He also mentioned that the enemy spawn conditions or something weren't in place, and had been forgotten about, so that will take a while I'll bet.since scooterboot said that the mod will guaranteed be released this month, I'm starting to get anxious tbh. 2 days left. and, nothing from him yet about it
I actually have a small group of people helping me. Though some of them have their own projects and real life, so though I don't consistently have help, I'm not working on this alone.Cut him some slack, as far as I remember he works on the mod alone. The mod will be done when it's done, I'm sure Scooter works on it as much as he can to please his fans.
Yeah, this is actually one of the balance issues. Not only do the enemies tend to teleport in multiplayer, their spawn rates need to be more carefully adjusted.He also mentioned that the enemy spawn conditions or something weren't in place, and had been forgotten about, so that will take a while I'll bet.
It's ok, we understand. Work on it as much as you need to.So... I think giving an estimated release timeframe was a mistake, as I feel I've given unnecessary hype on something I may not be able to deliver as soon as I thought. I mean, I was feeling really confident, or overconfident really, about how close to completion it is. And don't get me wrong, we are at the 90% mark of how close we are, but I underestimated that last 10%. Of course, the total "100%" I'm aiming for isn't even a real "100%" since the first release may be considered an open beta version. But my point is I want to release something that is at least fun, however recent testing has revealed some balance issues that may take that fun away, coupled with some multiplayer instability that I'm hoping to fix as well.
The short of it is this: No, there won't be a release this month. You all have every right to scream at me, not because I didn't release on time, but because I made the mistake of promising an unrealistic release timeframe.
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I actually have a small group of people helping me. Though some of them have their own projects and real life, so though I don't consistently have help, I'm not working on this alone.
Yeah, this is actually one of the balance issues. Not only do the enemies tend to teleport in multiplayer, their spawn rates need to be more carefully adjusted.
That's more than okay, take your time. Funnily enough, you mentioning being at the 90% mark reminds me of the 90-90 rule:So... I think giving an estimated release timeframe was a mistake, as I feel I've given unnecessary hype on something I may not be able to deliver as soon as I thought. I mean, I was feeling really confident, or overconfident really, about how close to completion it is. And don't get me wrong, we are at the 90% mark of how close we are, but I underestimated that last 10%. Of course, the total "100%" I'm aiming for isn't even a real "100%" since the first release may be considered an open beta version. But my point is I want to release something that is at least fun, however recent testing has revealed some balance issues that may take that fun away, coupled with some multiplayer instability that I'm hoping to fix as well.
The short of it is this: No, there won't be a release this month. You all have every right to scream at me, not because I didn't release on time, but because I made the mistake of promising an unrealistic release timeframe.
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I actually have a small group of people helping me. Though some of them have their own projects and real life, so though I don't consistently have help, I'm not working on this alone.
Yeah, this is actually one of the balance issues. Not only do the enemies tend to teleport in multiplayer, their spawn rates need to be more carefully adjusted.
"The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time."