Let's Bring it Together With...Super Mario Bros 5!!
Posted: Fri Aug 29, 2014 11:26 am
Alright! So, what I see is that we're all posting for help & announcements on dozens (or maybe hundreds?) of ambitious personal projects. There's so many episodes and partial episodes and full blown game attempts out there that they're beyond counting. Since beginning to use SMBX, I've seen some amazing work being done! But what I'd really like to see, and what I think all this talent is leading towards, is one great project that can stand apart as a shining example of what the SMBX community is capable of.
The Plan:
What I'm imagining is a full-scale game that looks and feels like a successor to Super Mario World (SMB 4). Or as I like to say, as if in an alternate reality, we'd gotten a true Mario Bros sequel rather than Yoshi's Island--after which, things went to 3D and just were a different animal altogether). The rules are simple: this game will follow the gameplay traditions of Mario 1-3 and SMW, with engaging and creative levels BUT remaining basically levels that you can run right through. The puzzles, tricks and switchy-things you have to activate in sequence just to be able to move through a level, a la Yoshi's Island, will be kept to a minimum except in levels (Castles or bonus levels come to mind) that its ok to make an exception.
More than anything, the graphics will undergo MAJOR customization to really give us the feeling that we're playing a brand new SMB release. I am a graphic designer, I've already begun work in this area and if this project attracts enough help I would like to spend the majority of my time just updating graphics.
Theme: I want to borrow some inspiration from the terrific work done on Donkey Kong Country 2. That has remained one of my very favorite 2D platformers because of its richness of imagery, sound & atmosphere. Particular attention will be given to implementing a beautiful, intriguing musical score that will really bring the levels to life. A typically pleasant and playful SMB score is great for some things, but as we stretch our creative wings on some very different scenes I want them to have real atmosphere. New level themes will be encouraged, I am already working on a mining town/mountain world, industrial/tech world and frontier town. The DKC series, particularly Diddy's Kongquest, had some amazingly imaginative settings and yet most levels still encourage constant movement with little need to stay in one place and unlock passages/gates to continue progress. I would like to present the story & settings as if they take place in an entirely new land as SMW did, with new friends and bad guys. Toad and Princess will be playable characters (I've made some code alterations to give them unique advantages) and the "Link" character will be replaced with a brand new playable character.
I have been testing a way to introduce a full custom worldmap, consisting of hand-drawn or Illustrator-built stylized overworlds, with ZERO reliance on SMB3 & SMW map components. So far I'm having great success and will have a preview very soon.
All of the partial games and episodes out there feature terrific ideas that could be incorporated. In addition to being heavily involved in the graphic improvements, I would oversee level creation to ensure consistent theming. Outside of this sort of "directorial" control and oversight, I want all who are involved to have creative license of their levels. Most custom graphics I build will be available for use throughout the game, anything that's going to need to be made specifically for your level would be your responsibility or, if it's a simple enough change (like putting miners hats on the goombas) is something I'd probably be willing to do special.
How to be a part of it:
Send me a private message or post in-topic your interest & what you're most keen about working on. As I've said, if folks want to bring in some existing unfinished work that's great, we have a very general theme we're shooting for so as long as it fits with the overall plan then great!
Progress Track:
Pre-Production
5% - design customized gameplay, including player adjustments, updates to recurring & common graphics, determine a workable "world map" alternative
0% - test custom elements for usability in various circumstances
Production
0% - Worldmap art
0% - Additional custom graphics as needed
0% - Worldmap design
0% - level design
Post-Production
0% - Online distribution including dedicated website
0% - word of mouth promotion, including link to DL from other websites
Some initial screenshots of work being done. I should have a video up soon of how the custom map design works but you can see enough to get an idea of how its being done.
Random NPCs on the screen are items I used to test ability (didn't get the chance to clean up and make them invisible before I was requested to post some stuff).
Now capable of resizing NPCs along with new graphics (yup, I made this big guy unsquishable).
Level 1 design is complete, new graphics to be dropped in as they get done.
The Plan:
What I'm imagining is a full-scale game that looks and feels like a successor to Super Mario World (SMB 4). Or as I like to say, as if in an alternate reality, we'd gotten a true Mario Bros sequel rather than Yoshi's Island--after which, things went to 3D and just were a different animal altogether). The rules are simple: this game will follow the gameplay traditions of Mario 1-3 and SMW, with engaging and creative levels BUT remaining basically levels that you can run right through. The puzzles, tricks and switchy-things you have to activate in sequence just to be able to move through a level, a la Yoshi's Island, will be kept to a minimum except in levels (Castles or bonus levels come to mind) that its ok to make an exception.
More than anything, the graphics will undergo MAJOR customization to really give us the feeling that we're playing a brand new SMB release. I am a graphic designer, I've already begun work in this area and if this project attracts enough help I would like to spend the majority of my time just updating graphics.
Theme: I want to borrow some inspiration from the terrific work done on Donkey Kong Country 2. That has remained one of my very favorite 2D platformers because of its richness of imagery, sound & atmosphere. Particular attention will be given to implementing a beautiful, intriguing musical score that will really bring the levels to life. A typically pleasant and playful SMB score is great for some things, but as we stretch our creative wings on some very different scenes I want them to have real atmosphere. New level themes will be encouraged, I am already working on a mining town/mountain world, industrial/tech world and frontier town. The DKC series, particularly Diddy's Kongquest, had some amazingly imaginative settings and yet most levels still encourage constant movement with little need to stay in one place and unlock passages/gates to continue progress. I would like to present the story & settings as if they take place in an entirely new land as SMW did, with new friends and bad guys. Toad and Princess will be playable characters (I've made some code alterations to give them unique advantages) and the "Link" character will be replaced with a brand new playable character.
I have been testing a way to introduce a full custom worldmap, consisting of hand-drawn or Illustrator-built stylized overworlds, with ZERO reliance on SMB3 & SMW map components. So far I'm having great success and will have a preview very soon.
All of the partial games and episodes out there feature terrific ideas that could be incorporated. In addition to being heavily involved in the graphic improvements, I would oversee level creation to ensure consistent theming. Outside of this sort of "directorial" control and oversight, I want all who are involved to have creative license of their levels. Most custom graphics I build will be available for use throughout the game, anything that's going to need to be made specifically for your level would be your responsibility or, if it's a simple enough change (like putting miners hats on the goombas) is something I'd probably be willing to do special.
How to be a part of it:
Send me a private message or post in-topic your interest & what you're most keen about working on. As I've said, if folks want to bring in some existing unfinished work that's great, we have a very general theme we're shooting for so as long as it fits with the overall plan then great!
Progress Track:
Pre-Production
5% - design customized gameplay, including player adjustments, updates to recurring & common graphics, determine a workable "world map" alternative
0% - test custom elements for usability in various circumstances
Production
0% - Worldmap art
0% - Additional custom graphics as needed
0% - Worldmap design
0% - level design
Post-Production
0% - Online distribution including dedicated website
0% - word of mouth promotion, including link to DL from other websites
Some initial screenshots of work being done. I should have a video up soon of how the custom map design works but you can see enough to get an idea of how its being done.
Random NPCs on the screen are items I used to test ability (didn't get the chance to clean up and make them invisible before I was requested to post some stuff).
Now capable of resizing NPCs along with new graphics (yup, I made this big guy unsquishable).
Level 1 design is complete, new graphics to be dropped in as they get done.