Well, you haven't seen this name in a long time.
Don't worry, it's not going to be an NGCA ripoff this time... But it will still be a hub episode naturally.
My concept generally is the following: the episode consists of a currently only vaguely determined amount of levels (somewhere in-between 20 and 32) albeit said levels would expansive.
Most levels (except for the first two) would follow this formula:
Now what does mean? It means that the first half of the level "introduces" a gimmick, or a set of gimmicks and if the player successfully beats the challenge (and collects the SMW star),
However, the SMW star acts a permanent midway point too that unlocks the two "second halves" of the level. A big upside of this is that the player can beat the two second halves without having to redo the first half.
The two "second halves" would expand upon the gimmick(s) and the theme(s) introduced in the first half.
Besides World 1, the player would also have quite a bit of liberty regarding which stars they would want to collect if they aren't going for a 100%
World 1 would have to be more linear than the worlds after so as to introduce the different kinds of special objects to the player, such as clear pipes, barrels, NPC pass-through blocks, etc. (and also to make sure they are sufficiently familiar with the episode's structure later on)
Considering those star blocks are purple, I assume they related around the star gimmick you have around with the split path system? Could be wrong, but that is an interesting way to add replay-ability?
Considering those star blocks are purple, I assume they related around the star gimmick you have around with the split path system? Could be wrong, but that is an interesting way to add replay-ability?
I mean yes that's how it works but it serves more of a way to give the player choices.
It also makes sure that the core ideas could be expanded upon in two distinct ways.
I've forgotten to ask: do you think Star Coins could be beneficial for the episode? I plan on having 5 in each level and they would be in easy-to-see spots and would rather require platforming skills, instead of exploration. (so no "where the hell will I find this" situations)
I am not going to use Dragon Coins though as they do not work well with the Y-junction structure. (plus the player would have to beat the level without dying to make them valuable)
Star coins would be great! I wonder how to split them across the paths. Maybe have more than one splitting pattern? Like, changing between 2-1-2 and 1-2-2 for the sake of unpredictability?
I've forgotten to ask: do you think Star Coins could be beneficial for the episode? I plan on having 5 in each level and they would be in easy-to-see spots and would rather require platforming skills, instead of exploration. (so no "where the hell will I find this" situations)
I am not going to use Dragon Coins though as they do not work well with the Y-junction structure. (plus the player would have to beat the level without dying to make them valuable)
So just a thought. I have been looking to implement a system where bonus items like star coins would instead provide the player with important information, such as clues to help them unlock a secret location or powerup. I think this fits better with the idea of a non-hidden bonus item, since the idea isn't to be looking all over creation for them but to challenge them to attempt difficult platforming challenges. We have to be creative in our projects, given that 1ups and by extension, mass amounts of coins, are no longer important enough to be worth working hard for. The reward needs to be in the excitement of finding the unexpected, the prospect of secrets hidden deep within the game.
So perhaps a type of coin or NPC which provides info, or numbers to a combo locking door, or just plain cryptic clues?
Anyhow, it works, because once "part one" of a level is completed, that knowledge is gained and can't be lost (much like a save point) and the emphasis then is on finding the clues hidden in the other sections.
Cedur wrote:
Star coins would be great! I wonder how to split them across the paths. Maybe have more than one splitting pattern? Like, changing between 2-1-2 and 1-2-2 for the sake of unpredictability?
Well, Star Coins would indeed not have a preset pattern. (besides each half having at least one Star Coin)
So, potential patterns:
3-1-1
2-1-2
2-2-1
1-2-2
I've forgotten to ask: do you think Star Coins could be beneficial for the episode? I plan on having 5 in each level and they would be in easy-to-see spots and would rather require platforming skills, instead of exploration. (so no "where the hell will I find this" situations)
I am not going to use Dragon Coins though as they do not work well with the Y-junction structure. (plus the player would have to beat the level without dying to make them valuable)
So just a thought. I have been looking to implement a system where bonus items like star coins would instead provide the player with important information, such as clues to help them unlock a secret location or powerup. I think this fits better with the idea of a non-hidden bonus item, since the idea isn't to be looking all over creation for them but to challenge them to attempt difficult platforming challenges. We have to be creative in our projects, given that 1ups and by extension, mass amounts of coins, are no longer important enough to be worth working hard for. The reward needs to be in the excitement of finding the unexpected, the prospect of secrets hidden deep within the game.
So perhaps a type of coin or NPC which provides info, or numbers to a combo locking door, or just plain cryptic clues?
Anyhow, it works, because once "part one" of a level is completed, that knowledge is gained and can't be lost (much like a save point) and the emphasis then is on finding the clues hidden in the other sections.
Well I'm not going to rely on exploration to extend the playtime myself as I am trying to go with a pure yet creative and fun platforming experience.
If you can pull off exploration well on your end though, I wish you good luck and I hope you'll enjoy making content.
Thanks for sharing your ideas though!
(I personally don't like cryptic clues and I'm going to keep the Y-junction structure)
Why does most episodes end with Bowser? My first episode Im making ends with Dark Toad.
I personally don't want to get too distracted by story elements because I want to make sure I primarily focus on design, creativity and aesthetics.
I see to many episodes with a story line and for me I dont get into that. I just enjoy playing the game. I think you have the right idea what to focus on.
The levels look like you put a lot of work into them. Good job.
Why does most episodes end with Bowser? My first episode Im making ends with Dark Toad.
I personally don't want to get too distracted by story elements because I want to make sure I primarily focus on design, creativity and aesthetics.
I see to many episodes with a story line and for me I dont get into that. I just enjoy playing the game. I think you have the right idea what to focus on.
The levels look like you put a lot of work into them. Good job.
Nice to read it's finished.
Thanks!
I appreciate that you understand why I want to focus on the gameplay-related aspects of the project.
Also here is a level I've just started working on (idk why I have BGOs theree, I'll prob. place them after I'm done with the section and also recolor them to fit autumn):
I think the contrasting green and wine colours are beautiful.
Yeah I've actually realized that those look neat in a way and I've decided to delete the recolors from the level folder.
Anyways, I'm having a blast with making levels utilizing the Y-junction structure, and if I have enough momentum, I am even able to finish a level within a week, if not 4-5 days.
I'm also planning on making W2 an open demo after I'm done with all 4 levels for it. (I have ideas for all, and one of them is fully done)