Banner
The Questionable Level Design Contest ends in…
12 DAYS, 3 HOURS AND 42 MINUTES
Views: 914,462,092
Time:
18 users online: AyGaAlPa, B2De, BurningVillager, Cal-of-Gearva, Dark Prince,  DeppySlide, DesRie, ehab N, FPI, Green Jerry, Kailol8,  KevinM, Knucklesfan, le4che,  MarioFanGamer, MassPunishment, qantuum, Ultima - Guests: 76 - Bots: 68 Users: 51,218 (2,272 active)
Latest: BurningVillager
Tip: If you plan on making long levels, be sure to include multiple midway points.
Not logged in.
UNORIGINAL - Discussion Thread
Forum Index - SMW Hacking - Works in Progress - UNORIGINAL - Discussion Thread
Pages: « 1 2 3 » Link
Now it's done. I'm probably going to change the music over time, but I really want to move on to another level, so here's the final product.



Also, the Winter C3 is coming up soon, and do I have anything planned for it? I don't know. We'll see! ;)

--------------------
Click here to enter the world of mediocre!
Merry Christmas! Here's a look at a new level! Cheers! :)



--------------------
Click here to enter the world of mediocre!
On Level two, the checkpoint doesnt set the level to underwater, and so makes it impossible to complete if you pass the checkpoint. Loving the hack so far, other than that.
Originally posted by Crazyclay
On Level two, the checkpoint doesnt set the level to underwater, and so makes it impossible to complete if you pass the checkpoint. Loving the hack so far, other than that.


Thanks for the feedback! I'm not exactly sure what you mean by that checkpoint, because I don't remember a level in the demo that takes place underwater. I'll have to go back and play through it to see what you're talking about. It has been months since I last played that demo, so maybe I've already addressed it?

--------------------
Click here to enter the world of mediocre!
Housekeeping

Alright, so it has been two months since I last updated you on anything about this game. That was around the same time C3 was a thing. There's a good reason for that... two actually.

The first is the obvious: School and work getting in the way. Not much to say there.

The second is a little more deeper, but the jist of it is that I've lost my direction in the project.

I was originally so pumped about going back to the roots of SMW hacking and what not, trying to go for a vibe similar to the original SMW, but in doing so, it hampered my abilities and ideas on what I should and shouldn't do. You could kind of see that with some of my levels, especially Net Neutrality, I was trying to go for ideas that were either too complex for SMW or they would require some patches and stuff. While my intent was not to go for that, I easily became bored, and when you become bored of a project, you tend not to work on it for awhile. Even when I came back in December and said I was pumped about the project, that was only for a short time. It didn't help that I went through a major phase of depression after my father came down with COVID-19 and it severely affected his health.

So after my desperate attempt to advertise the thing at the Winter C3 and getting barely any attention (in my opinion) while looking like a jackass, I continued my hiatus on the project. I seriously don't want to quit this one, because my goal is to make a full hack of some sort. Now that things have sort of slowed down with me just waiting on my data collection for my final study and what not, I can grasp a new direction on where I want to go for this project... and I think I have it.

A New Direction

So my idea is this:

There will be eight levels. Yes. Eight levels.

Now you might be asking, "Eight levels? That's incredibly short." Well, there's a reason for that.

I was sort of inspired by that AVGN Adventures game in how its level design was laid out. You know, you have the incredibly tedious but well-thought-out level design that is meant to test your patience, then you have a tedious boss at the end of the level. While I don't want to go into Kaizo territory, I've been toying around with the idea of the game just being difficult from the start, because I've found that I have not been that great at progression-based difficulty. It's not that I can't do it, but when you want to make a hack that's 60 levels long, you focus more on the difficulty than the gameplay. With the hack being based on eight levels, I can properly focus on both the difficulty and gameplay to have that proper balance. Plus, with the harder hacks being more appealing to fans of SMW, I thought the change would be necessary.

The game would be laid out as follows:

There is a single map with all eight levels. In the middle is Bowser's Castle, which can only be accessed by beating the other seven fortresses led by each of the Koopa Kids. I'll need to figure out how to do all that with patches, presuming there's already a way to do that.

Each level would have a gimmick related to the personality of the Koopaling it is led by. For example, Wendy Koopa's level would be based on lava, as she is considered to have a quick temper, where as Ludwig would be based around magic and ghosts, given the fact he has a magic wand and having sort of a mad scientist persona. Now, I know that's all stretching a bit, but I feel going in this direction for the levels would make them each memorable and fun to play. Plus it would make the game seem to have more personality than just being a bland stack of SMW-inspired levels.

So that's sort of the basic idea I'm going for at the moment. I think it would help boost the creativity in me and make the experience altogether much more fun. Tell me what you think. My apologies to those who were a fan of the old concept, but in my opinion, if you aren't having fun making the game, then people aren't going to have fun either. Thanks!

--------------------
Click here to enter the world of mediocre!
Originally posted by Lotica
My apologies to those who were a fan of the old concept, but in my opinion, if you aren't having fun making the game, then people aren't going to have fun either.

I cannot agree with this statement enough. Do make your hack at your own pace, and try not to set yourself a deadline if you feel like you can't make it. This is a hobby, not a job. If you need to dumb down the level quantity to eight for some reason, that's alright, as you are the creator after all.

Also, don't overload yourself with trying to deviate from this hack's intention. Your ideas will just wear out gradually, and I speak that from experience.

All the best!
Originally posted by Katerpie
Originally posted by Lotica
My apologies to those who were a fan of the old concept, but in my opinion, if you aren't having fun making the game, then people aren't going to have fun either.

I cannot agree with this statement enough. Do make your hack at your own pace, and try not to set yourself a deadline if you feel like you can't make it. This is a hobby, not a job. If you need to dumb down the level quantity to eight for some reason, that's alright, as you are the creator after all.

Also, don't overload yourself with trying to deviate from this hack's intention. Your ideas will just wear out gradually, and I speak that from experience.

All the best!


Yeah, that's the main idea. I always try to go bigger than I can handle, and that's why I always can projects every time. I tend to have a lot more potential with smaller projects because like you said, this is a hobby, not a job. I mean it has been awesome that I've been able to gather some sort of following because of what I've had so far, but you have to have a balance on who you make happy. Either you feel too happy and you piss everyone off, and vice versa. I think with this approach, I'll be able to get the right balance, then I can build off of what I have if I decide to make a sequel of some sort.

--------------------
Click here to enter the world of mediocre!
Well, time for another edition of "Lotica can't make up his mind and wants to change the direction of a project again".

Yeah, I quickly found out that the direction I was set on doing as detailed in the last major post I made was a bit too... well, it got tedious really fast. For starters, I'm not a guy who is the most hardcore player when it comes to SMW, especially in the Kaizo scene. That meant it was much more frustrating to test levels just because of all the tedious jumps and stuff I had to put in. Not only that, I was designing levels with solutions that were... let's say, they offered no variety. That's one of the reasons I tend to be turned off of Kaizo hacks: Some just don't offer a lot of strategy other than "Make precise jump you can't make in a million years normally". That's what it was boiling down to in my project, and while it's fun to watch, playing it is a different story, and I want the project to be fun for everyone.

So we'll be going back to the original (or in this case, unoriginal durhur) plan of doing basic SMW levels with some interesting gimmicks thrown, here and there. Apologies for changing my mind on this so many times, it has been some rough times in my life and I wanted to find a reason to work on this again and not give up on it.

Also, the Summer C3 is coming up, and I'm (hopefully) planning on releasing a new demo with many of the levels I teased before finally finished. That will be an additional five to six levels, which includes the revamp of Seeing Some Saws, a version that seems to be a lot more appreciated compared to the original. I want to make sure that not only you guys are happy, but I'm happy with this project.

Please be patient with me and we'll get something soon! I'll be hoping to have some further details on specifics regarding the hack at the C3 event as well.

Thanks for reading!

--------------------
Click here to enter the world of mediocre!
While I'm glad you made the decision to switch back to the original plan, just make sure you are having fun and don't rush. However, I'm sure that my "advice" is nothing but familiar platitudes by now. Regardless, I'm excited to see further progress on this hack. Good luck!
Pages: « 1 2 3 » Link
Forum Index - SMW Hacking - Works in Progress - UNORIGINAL - Discussion Thread

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks