Re: SMBX: Around the World (alternate-history-travel-around-Earth type SMBX episode)
Posted: Sun May 06, 2018 1:05 pm
Forums for SMBX
I'm not trying to rush, because I don't have a deadline. Why don't I have a deadline? Because I know this project is going to take very long, so I don't want to totally rush myself.
Interesting. I really like the concept of this episode. So, are the levels in this demo a rough idea of what's going to come or are they the actual levels for this episode? Because they're incredibly short, and I just want to get your opinion on it. I've also noticed that you heavily use the transition of tilesets to tilesets, and I don't really think that looks too pleasing to the eyes the way you do it. Maybe I could assist you with those kind of things if you would mind?MegaCDFan235 wrote: ↑Wed Jun 06, 2018 10:52 pmWelp, now's the demo time.
Here's the actual demo.
It's sort of small, as it's only a demo of a few Canada levels and that's all.
And more information:
When this project goes further into development, it's possible that only the main path and shortcuts that only skip worlds and don't have new ones will exist in the main download. Other worlds will have to be DLC. I am trying to consider whether or not to make all non-main path worlds separate DLC or to make them combined into one DLC. Another plan is a scaled-down version of the episode that, well, is a downsize meant for computers with low storage, or internet with low download times. This downsize will include GBA, SNES, NES, Genesis and Game Boy demakes of some of the levels, and some new levels might be created for the downsized version. And because of the large scale of the project, it's possible that even Classic Mode will have to be DLC. So those are the three plans for DLC, in addition to time travel DLC, and to recap on the episode-related content:
- SMBX: Around the World main episode
- Other Worlds DLC
- Classic Mode DLC
- Time Travel DLC
- Around the World Downscale For Low Speed Caps
Most of the levels in the demo are going to be the actual levels for the episodes, but some of them (The ice cave level and the New York City level deserve a good mention) might be reworked once appropriate graphics are found for the levels, and the ice cave level is probably going to be rethemed sometime in the future. It's also the least worked on level since the project started, as it's very short, and doesn't have much to offer. Canada 2 also deserves a mention because I don't really know what the theme would be for the level. I'm thinking of two places in Canada to set it in: Alberta or British Columbia. Even then, in this timeline, southern B.C and northern Washington form Cascadia, essentially meaning the big cities in those two areas are in Cascadia. But at the same time, Cascadia is part of Canada, so there's that. If I set it in Cascadia, I'd have to choose to either represent either Vancouver or Seattle. So there's that big problem. Another problem is choosing how countries are represented, especially considering the factors as of typing (Lack of fitting graphics, and music that I choose might not fit with the graphics), however if all else fails just to get a graphic, I'm making them myself. As stated in the OP, Vietnam might get scrapped as a world at some point, because of the low amount of ideas for the world. The hub world in the demo is not the actual hub world for Canada, nor does it represent any hub world currently in the game. In fact, hub worlds seem a bit odd for an episode like this, but at the same time, I want the player to be able to feel like this episode is kinda innovative, which is one of the reasons as to why the level design is (mostly) realistic. Antarctica is already on it's way to the scrapyard, as there's no place that the continent could fit in the game, and generally feels different in tone. The biggest struggle, however, is the alternate timeline this game's Earth is set in. I am worried that some players (no one in specific, just a random player who decides to play this episode) might not understand the fact that this is an alternate timeline, and might rage over some facts like Alaska's independence and Canada's owning of most of our timeline's northern U.S. (To be clear, the areas Canada owns in the timeline aren't the WHOLE northern U.S, just the states furthest up north.)Cidro wrote: ↑Thu Jun 07, 2018 5:07 amInteresting. I really like the concept of this episode. So, are the levels in this demo a rough idea of what's going to come or are they the actual levels for this episode? Because they're incredibly short, and I just want to get your opinion on it. I've also noticed that you heavily use the transition of tilesets to tilesets, and I don't really think that looks too pleasing to the eyes the way you do it. Maybe I could assist you with those kind of things if you would mind?
I assume that you don't want me to put Piranha Plants on terrain, but given that this is a realistically designed episode, I'm not so sure where else to put them. I will reduce the amount of Piranha Plants coming out from the terrain if that helps, and put some Piranha Plants in vases if it makes sense for the location or level theme.Enjl wrote: Not a fan of the piranha plants in the ground. They're awkward to play around and have no telegraphing.