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| The Hub: How necessary is it? |
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Forum Index - Events - SMW Central Production 2 - The Hub: How necessary is it? |
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| Posted on 2011-11-15 08:20:27 PM |
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I think doing the hub would be pointless unless the designer(s) went all out on it. If we had maybe an arcade, multiple npcs (smwc jokes would be nice) and maybe a jukebox somewhere where one can listen to music from points that they have reached, I for one would be all to happy to go there after completing the game. However, we need something to motivate the player to go there or else there is no point in a hub. Maybe it could be an area containing a clue or clues relating to a certain special world? Also,we could make it so as the game progresses, items become available throughout the hub (for free). By doing this, we would be easing the player into the hub while showing off its coolio asmish features. However, the trick in this case would be making it fair and giving the shop a purpose even in the games later stages. I think a custom power up or additional mini-games could also be unlocked/bought but it would be a bit of a stretch...
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| Posted on 2011-11-15 09:52:20 PM |
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If we want a hub, we're going to have to be more specific at this point.
Some of you are saying "worthwhile" items and minigames will justify a hub. I don't necessarily disagree, but what are these items and minigames? In no small detail, what exactly will make the hub worth visiting?
I said two months ago that compiling a list of specific ideas would help, and I have yet to see anything specific in this thread.
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| Posted on 2011-11-16 07:08:23 PM |
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Originally posted by AxemJinxIf we want a hub, we're going to have to be more specific at this point.
Some of you are saying "worthwhile" items and minigames will justify a hub. I don't necessarily disagree, but what are these items and minigames? In no small detail, what exactly will make the hub worth visiting?
I said two months ago that compiling a list of specific ideas would help, and I have yet to see anything specific in this thread.
Originally posted by Some jerk no one cares about.Give the hub secrets only available after you've cleared a certain part of the game and find a powerup that'll allow you to explore that path. Give the hub areas that are inaccessible until you've cleared a certain portion of the game, and then become accessible.
Like, let's say there's this well in the center of the town that leads to the sewers, but, it's all dry and can't be traversed to find something else, like an SMWC coin or some sort of switch which unlocks a new minigame which will allow you to get an SMWC coin. However, once you press the blue switch, the water is released and badda bing badda boom! Worthwhile revisit right there, and you get a prize.
Originally posted by The same jerk.Make the hub a sort of center of the map, where the player is guaranteed to run into it at least twice through the game, but not in the sense where they have to back track in order to continue, but sort of in a way that as they traverse through the levels they spiral in some way back to the hub, making it more accessible.
This is as specific as it can get.
Add a rhythm minigame where you have to jump at a certain point in a really catchy song S.N.N. has probably already composed, and after clearing each level, (Let's say there would be only 3) you get a reward. Each level the tempo slightly increases and there are more jumps, and at the end of the final stage, you get an SMWC coin.
How about adding a secret Pit of 100 trials sort of thing unlockable after you've hit all 4 switches and activated the corresponding secret in the hub level? At the end we could reward the player with a super cool exclusive power up or something. I don't know, people keep saying not to add powerups because the levels aren't designed around it, but I don't see something like a boomerang, hammer suit or ice flower really harming any level in any way.
How about to make water levels easier, in the shop the player can buy some sort of Mushroom that makes Mario swim faster in a certain level, which can allow the player more time to explore the level; however, it prevents Mario from collecting the SMWC coins?
These are some ideas. Too lazy to write anything else, and someone's going to say how stupid they are probably.
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| Posted on 2011-11-17 02:47:58 PM |
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Great idea, but it's all going to depend on how much space is left in the ROM after all the levels, bosses, etc. are inserted.
Though personally, I think the hub could at the very least be like the Top Secret Area in the original SMW. Nothing fancy, just a place to get powered up and what not.
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| Posted on 2012-01-24 02:15:03 AM |
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Although this two months(?) has passed since the last post....
I'm actually quite against a store. Ever since Egoraptor pointed out how in Castlevania 2, the TOwns and stores where ended up as just artificially prelonging the game with farming for hearts, which isn't pretty good.
I haven't finished SMWCP (coughIgaveuponWorld1castlescough), but judging from tons of reviews, the store thing sucked.
~
But anywho, I will say that minigames come into mind. Let's say you're in world 8, and you're only 1 life away till you're dead.
In Super Mario Land 2: 6 Golden Coins, they had the Gambling Cave; a cave that had roulette-like "mini-games" where you can win different amounts of lives, mushrooms, fire flowers, carrots, and the occasional witch (which meant you won nothing)
Although, the thing with SML2 is that coin counters reached up to 999, so the collecting of coins didn't result into farming.
~
What I'm saying is, I think the hub should be some sort of mini-game area, that can ACTUALLY help Mario; full with mini-games where Mario can win power-ups, lives, coins (if you want to, but not suggesting it), or lose.
What I like about this idea is if the mini-games where fun enough, and it can all end to the players benefit, but can still lose if their not careful, then it's a pretty much a win situation for the player.
The only thing they're risking is are coins, but if the idea around that risking these coins can have them wins 3 Ups or 5 Ups, Capes, Stars, or more coins, then I'll be all for it.
`
Still, I do agree we should wait till the hack itself is pretty much done.
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| Posted on 2012-01-27 11:21:12 PM |
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I'm still opposed to the idea of using coins for anything other than extra lives (unless it's done in a way that the coins-to-spend counter is separate from the coins-per-life counter). I don't think it's ever been done in a SMW hack in a way that feels worth it, and the lack of automatic 100-coin lives generally makes lives annoyingly rare, causing people to need to replay levels for no reason other than to farm lives. It seems a lot of people don't take this into consideration.
Just thought I'd get that point out there.
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| Posted on 2012-02-06 09:41:06 PM |
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This hub better be cooler than the first overworld.
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| Posted on 2012-02-06 09:44:25 PM |
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Originally posted by MarkSuperCoolThis hub better be cooler than the first overworld.
Wait, do you even know what the "hub" is?
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| Posted on 2012-04-06 07:26:53 PM |
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I think SMWCP2 could do without a hub level. Toad Town was just awful, no offense to S.N.N.'s work. It had very little merit, and, I personally perferred just playing the levels normally. SMWCP's hub map was somewhat pointless, and un-needed. I feel that the same issue would come up here, be it standing as strong or not. However, if level designers wanted to, they could put small towns in their levels, where maybe you could buy mushrooms and such to make the player feel like they're in a less alien world. Anyone play Super Paper Mario? Remember the town just before Yold Ruins? Think like that.
However, an entire level devoted to the hub just seems pointless.
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| Posted on 2012-04-06 09:36:54 PM |
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Speaking of...wasn't the hub decided to be a save area?
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