I've reevaluated my levels for this game and this is what I have.
I do have 92 levels that I've made so far, but now looking back there are a few that I will probably drop because of their quality.
Some of those designs seem to just lack the creativity that the other levels have so there is a high chance they will be replaced.
Of these 92 levels I see 6 or so that will dropped and replaced with better puzzles and actually that's not too bad when you consider how many levels I've made.
I'm trying to make the puzzles/levels pretty varied and unique an order to avoid redundancy and keep the players spunky and on their toes. I'm trying to use a lot of the various aspects in SMW an order to create a variety of themes too. There will be water levels, castle levels, ghost house levels, grassy plains levels and so on.
Even though I may have quite a few levels I'm going for quality above all else! An order for me to put a level/puzzle in the final game I have to like it and it has to meet my level of approval.
So I guess that puts me back to around 86 levels as for now and I will still continue to make more an order to max out the over-world level entrance number of 95-96.
Among these levels are actually around 4-5 levels which I haven't even really made yet, but I have an idea of what I want them to be like.
For instance, I want to make a puzzle with an on/off switch with a layer 2 background where the ceiling drops down and you have to hit the switch to make it go back up again. Even though I haven't sketched out the fine details of this level yet, I know the basic design and so I've counted it as a level in my Level Folder, yes I have a folder which has all of the levels in it for my reference and they exists as screenshots.
I'm also debating on whether or not I will use an intro screen level with Mario doing a puzzle demonstrating to player an example of how to play the game. This is that pre-programmed cut scene that normally plays at the beginning of the regular SMW game which you can edit in Lunar Magic.
Here is a nifty table that I've compiled an order to help me know how many custom blocks I will have to create for the passage of coins regarding Mario's coin counter.
On many levels Mario will only be able to pass the level and get to the goal sphere if he has a certain number of coins. There are some levels where he doesn't need any coins at all, but instead needs a mushroom or some other power-up. In this table I've highlighted all of the numbers so far which Mario will have to have in his coin counter to pass the levels. This helps me since in the design process since now I don't have to create 99 custom blocks to only later find out that I didn't even need half of them.
I'm thinking about having custom music for the title screen and the over-world, yet keeping the music vanilla in the levels since the graphics and puzzles will be vanilla too.
For the over-worlds, I'm actually thinking that instead of using the regular SMW over-world graphics and just creating a new over-world with them to actually have a custom over-world.
I would like to have a custom drawn collage image featuring various SMW characters and themes. So Mario would be walking on like an image going to the various levels rather than walking on actual land like in the original game. I would like to possibly get someone from pixeljoint.com to do this artwork. Hopefully it wouldn't cost too much, but I'm really wanting to make a quality rom hack here on a professional level.
The screens that would have to be drawn would be:
- Title Screen
- Ending Screen
- Story Screens
- Over-world Screens
I'm thinking about making a automatic save prompt at the completion of every level.
I've considered bosses at the end of each world and now I think I just not going to have them at all. Each world will consist of just a certain amount of puzzles, that's all.
Here is one of the most recent levels that I've put together. This one is actually considerably hard and will probably be in the final world. I'm also not reveling any of the coin requirements for each level nor reveling what's in any of the questions mark boxes to avoid spoilers. That's what the final release or the beta testing/demo release is for!
You can see that the level seems to appear a little off center to the right and this is the explanation. That sea urchin should be centered in the level, but the sea urchin is X coordinate dependent. It alternates from being vertical to horizontal depending on its X value. These are some of the small things that will need to be adjusted in the final version. I would need a vertical sea urchin in a spot where it normally would be horizontal.
Please excuse the poor editing at the top of the level as this will be fixed in the final version. Basically what I'm currently doing is coming up with ideas and creating them quickly in Lunar Magic an order to make sure everything works the way I want it to and then actually doing a print screen and saving the levels as screenshots in a folder with an explanation of how everything works.
Hopefully this also explains a lot of the cut off you see in the levels too. At this stage in development I'm just creating mockups of the levels. All of the fine polishing will come later, but I do like knowing when cutoff happens because I would have missed some of it if it had not been for people pointing it out.
So this game actually doesn't have it's own rom yet. The current rom that I'm using to build these in is just there for practice. Thankfully since my levels are only a single screen I can re-create these very quickly.
I appreciate all of the support from everyone so far. As for a demo release, hopefully you can see at what stage in the games development it is currently in and realize that there is no possible demo yet. There is much more to be done first.
I do plan on actually making this a completed game so do look forward to that in the future. This is actually my very first hack and although it's pretty ambitious I'm pretty confident that it will work out. Especially when there are SMW hacking experts here willing to give good advice.
Also I'm probably going to be pretty busy with school for a while, but I'll try and keep posting as new news comes up.