Super World Wave (Planning stage)

This forum is for projects that are a work in progress.

Moderator: Userbase Moderators

Mew
Guest

Super World Wave (Planning stage)

Postby Mew » Mon Oct 27, 2014 1:14 am

Well, after playing with the editor a bit, I decided to start properly on my project! It's a work-in-progress on an insane level ; even the title will be subject to change varying on how things go (notably, wanted to name the project 'Super Mario Wave' but since I may relace the player characters, decided not to for now). But well, since I finally decided on some things and begun to assemble ressources, I'll go on and post about it.

The story so far...
Spoiler: show
King Bowser has still not conquered the Mushroom Kingdom despite his best efforts, a fact that makes him unhappy as one might guess. Then one day, as he pondered ways to get the upper hand over his eternal rival, Mario, a strange star fell from the skies, bringing with it strange apparitions and great visions to his Magikoopas. Guessing that the star hold great power, Bowser set out to make it (and its powers) his.

Meanwhile, in the Mushroom Kingdom, Princess Peach received a vision from the strange star too. Knowing that a star with sufficient power for every single magic-using person on the planet to sense its arrival must be an artifact of great power, she depart alongside with her most truster retainer as well as the Mario bros to claim the star, hoping to pre-empt the Koopas before they can claim it and use it to lay siege on her kingdom.

Princess Peach believe the star to be an ill portent for the future. She doesn't know how right she is...
The concept...
Spoiler: show
The game is primarily SMW-based but with a more open structure ; the player unlock the final world early but unless one has collected all of the stars, which lies at the end of each world, one can't access the final stages. Thus, unlike most games, the worlds can be played in mostly any order outside of the 'intro' worlds and the final world.
Planned elements...
Spoiler: show
I'm aiming to put in as much custom stuff as possible. Some of it will be simply graphics, other elements (like bosses) will be pure custom. Varying on how many elements are hardcoded, more or less stuff will be custom (generally, any edits that are impossible to do without graphical glitches will be avoided).

In terms of the level content, I plan for at least 8 worlds of 5-10 stages each, with the exact number varying. I will try to inject story into the game but as I am aware that cutscene repetition might be annoying and a Mario-style game is usually difficult to make into a full story-driven affair, I plan for most of the plot to come in a non-intrusive 'show don't tell' manner. Basically, something that those who care will appreciate but that those who just want to get to the action won't be annoyed by.
As for the ressources I've been working on...

I've been working on a castle gfx to be implemented into the game. I don't know how it will turn out (or if my idea is just crazy) but well, here is a mock-up using the built-in world map tileset.
Image

PROX
Van De Graf
Van De Graf
Posts: 1974
Joined: Sun Jul 06, 2014 8:50 pm

Re: Super World Wave (Planning stage)

Postby PROX » Mon Oct 27, 2014 2:17 am

holy crap that castle looks fantastic, I do hope that you will release it o.o

Mew
Guest

Re: Super World Wave (Planning stage)

Postby Mew » Fri Oct 31, 2014 11:34 pm

Just an update. I've begun working on a basic overworld tileset and the sprites for the main character (if I end up replacing it). Meanwhile, I'm trying to understand how the custom music option works so I can use it instead of having to replace the basic files (especially since it would give a hard limit to the number of music files my game would use).

Here is a test image using the tileset, potential main character replacement, and the new item boxes (unused and used). HUD is included in the pic.
Image

This is only a WIP ; I'm going to sprice up the tileset so it isn't just solid green and likewise, I need to work on a background for it. I'm currently working on 'big' sprites for the main character likewise (how hard replacing the main character's sprites is and how the big sprites turn out will be a big factor in determining whenever or not Mario remain the main character of the game project or not).

FanofSMBX
Ludwig von Koopa
Ludwig von Koopa
Posts: 3878
Joined: Sun Dec 22, 2013 12:01 pm

Re: Super World Wave (Planning stage)

Postby FanofSMBX » Sat Nov 01, 2014 12:04 am

I'm a bit baffled. The amount of music files SMBX uses isn't enough? How much music ARE you using?

Mew
Guest

Re: Super World Wave (Planning stage)

Postby Mew » Sat Nov 01, 2014 12:18 am

Well, I'm not sure how much music I'm going to use but well, frankly, I'd rather have my project use the custom function rather than have the player need to replace all of their music to play my game with the intended music choices for my game.


Return to “Projects”

Who is online

Users browsing this forum: Petal [Bot] and 1 guest

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari