I already have some graphics done up, and I think I may use the bamboo graphics I drew. I just have to start work on the level.
That's what I've drawn so far.
For the level, I plan on having two areas, above water, and below water. Above will be strictly Mario-style platforming, from block to block, platform to platform. The second area will be below water, swimming, with torpedo ted launchers, schools of blurps, and other aquatic assailants. Every now and then (maybe every 3 screens), will be a pipe the player can use to switch areas. There won't be anything specifically requiring the switching of areas, but the SMWCP coins will be in both, so the player will be required to switch to collect all 3.
The upper area will use Layer 3 and porcupuffers as the primary obstacle. The player will often be close enough to the water that the puffers will be able to hit the player, so they will have to dodge by jumping over and trying to find higher ground. It won't be annoying though, there will be platforms higher up for the player to be on. The graphics I based mostly off of Ryoshima Coast in Okami.
The lower area will, as I said, be a swimming level. I plan on requesting torpedo teds that launch up instead of down, so they can be placed in the ground in tunnels and the player will have to swim around them. There will be occasional blurp schools in varying patterns, but will otherwise be an underwater level. I'm thinking of making it with bright coral and other colours based off f the underwater area in Okami, and the water area in Sonic Colors.
Your idea reminds me of Lots O'Fish from Yoshi's Story, basicaly it's an underwater level with some pipes leading to small overground areas with hidden secrets (like melons or hearts), you could hide the SMWC coins in a similar way.
You should proably add some piranglers for the overwater areas, it seems like a good place to use it since you will have layer 3 water all over the level. As for the underwater part, I say you could also add enemies like rip van fishes or urchins and maybe some ennemies that are not comonly found underwater so the player won't get borred of seing torpedo teds and blurps all the time.
@agie777: not sure. Maybe there will be less, I'd just like the player to be able to switch between above and below often enough.
@Hadron: The Torpedo Teds shouldn't be too bad. I wasn't much a fan of them in the original SMW, so I shouldn't be too mean with them. @agie777: not sure. Maybe there will be less, I'd just like the player to be able to switch between above and below often enough.
@Hadron: The Torpedo Teds shouldn't be too bad. I wasn't much a fan of them in the original SMW, so I shouldn't be too mean with them.
@aj6666: Yeah, that was part of my inspiration for the level, As for the piranglers, I haven't quite seen what they do just yet, so I don't know if or how I should use them.
Since you're going for a parallel-paths sort of structure, I'd just like to caution you not to let the stage devolve into a dominant strategy, where players overridingly choose one path over the other. It's more of a danger in this case because Mario moves slower in water, but if you can get players to explore, it shouldn't be a huge problem. I suppose the smwcoins will play a role in nudging players to explore, so make good use of them.
So I've noticed a little problem with my level. While the graphics I've drawn definitely fit in the theme, the gimmick I picked for the level doesn't really feel like it does. All the other levels have neat gimmicks that fit, like lantern boats, and bouncing off of taiko drums.
I don't really know what I could do to fix this, since my level is mostly just a porcupuffer level and a swimming level :/
It doesn't -need- to have an oriental gimmick. It just needs to fit the theme, ultimately. Keep working at it and see what you come with (or better yet, show off a few screenshots of what you have thus far and perhaps we can judge it more accordingly).