Re: Lowser's Conquest (future plans)
Posted: Sun Oct 27, 2019 7:14 pm
Greetings.
For everyone wondering about my project, it is still being worked on and was never cancelled. I, however took a long break from the community and the forums in general, aswell as just not having an internet connection during that time.
Another reason for my long inactivity regarding my project is that I am reworking it from the ground up. According to the criticism I got about my beta, there is a serious need to get rid of quite some issues, being it design-wise or graphical-wise.
Too many unnecessary secrets, missable bishoujo coins and kind of too long levels are some of the issues. Right now I am reworking all of my graphics and that takes a very long time and commitment to do, since I already got approximately 20.000 graphics (blocks, npcs, bgos etc.) done over the past years. Here is a little peek of what I have done in terms of tilesets:

Please note that the GIF looks pretty bad because there are a lot of colors on the sheet, the real graphics are fine. It's just there to give you a rough idea of what I do with my graphics.
Generally, I remove unnecessary colors and the black outlines, so everything looks sharper and more defined.
My new tilesets feature 14 colors total; 8 for the fill and 6 for the top, whereas the old versions had like 10 to 15 colors for the fill alone and sometimes 8 colors for the top.
Of course this also means that I have to rework all my level-backgrounds aswell, or one may have a bit of trouble to easily tell background apart from foreground at times.
In terms of design I will utilize the features of SMBX2 to improve the quality of the game and to have nice new features too, so Bishoujo coins stay collected after dying or leaving a level. I reduce the length of the levels by approximately 30% to 40% aswell as amount of collectibles. There will only be 4 Bishoujo coins instead of 5 and they will most likely on the direct route through the level (but being a bit challenging to get), instead of being hidden everywhere. This way the levels can be enjoyed for what they are meant to be, instead of having a treasure-hunt mixed with a platformer.
A level is supposed to take 3 minutes at most, when collecting everything and I hope people will like it that way.
Of course all of this means that I have to start my project from point zero, but this surely is no problem, or is it? ^^ Afterall I want to improve everything possible and also want to utilize the SMW-style for my new world map, so everything is fresh and organized. Since I got almost all of my tilesets done and a good amount of blueprints for the new version of my project too, I can assure that it won't take nearly as long as it took to this point.
I cannot start building my levels until SMBX2-beta 4 comes out, so if you like, you may tell me what you disliked about my beta from 2 years ago and what you liked so I may consider it for my future design. Suggestions are of course also welcome.
What I cannot tell by now, is if I should create a new thread for it or if I should just resume using this one. :-P
For everyone wondering about my project, it is still being worked on and was never cancelled. I, however took a long break from the community and the forums in general, aswell as just not having an internet connection during that time.
Another reason for my long inactivity regarding my project is that I am reworking it from the ground up. According to the criticism I got about my beta, there is a serious need to get rid of quite some issues, being it design-wise or graphical-wise.
Too many unnecessary secrets, missable bishoujo coins and kind of too long levels are some of the issues. Right now I am reworking all of my graphics and that takes a very long time and commitment to do, since I already got approximately 20.000 graphics (blocks, npcs, bgos etc.) done over the past years. Here is a little peek of what I have done in terms of tilesets:

Please note that the GIF looks pretty bad because there are a lot of colors on the sheet, the real graphics are fine. It's just there to give you a rough idea of what I do with my graphics.
Generally, I remove unnecessary colors and the black outlines, so everything looks sharper and more defined.
My new tilesets feature 14 colors total; 8 for the fill and 6 for the top, whereas the old versions had like 10 to 15 colors for the fill alone and sometimes 8 colors for the top.
Of course this also means that I have to rework all my level-backgrounds aswell, or one may have a bit of trouble to easily tell background apart from foreground at times.
In terms of design I will utilize the features of SMBX2 to improve the quality of the game and to have nice new features too, so Bishoujo coins stay collected after dying or leaving a level. I reduce the length of the levels by approximately 30% to 40% aswell as amount of collectibles. There will only be 4 Bishoujo coins instead of 5 and they will most likely on the direct route through the level (but being a bit challenging to get), instead of being hidden everywhere. This way the levels can be enjoyed for what they are meant to be, instead of having a treasure-hunt mixed with a platformer.
A level is supposed to take 3 minutes at most, when collecting everything and I hope people will like it that way.
Of course all of this means that I have to start my project from point zero, but this surely is no problem, or is it? ^^ Afterall I want to improve everything possible and also want to utilize the SMW-style for my new world map, so everything is fresh and organized. Since I got almost all of my tilesets done and a good amount of blueprints for the new version of my project too, I can assure that it won't take nearly as long as it took to this point.
I cannot start building my levels until SMBX2-beta 4 comes out, so if you like, you may tell me what you disliked about my beta from 2 years ago and what you liked so I may consider it for my future design. Suggestions are of course also welcome.
What I cannot tell by now, is if I should create a new thread for it or if I should just resume using this one. :-P