Update:
I can squeeze in a horizontal level 2 rooms high and in a vertical level 2 rooms wide for the game.
With transition blocks I can jump to other unused smw levels and try and make the levels seem bigger.
The way the game will work is that each level will be basically like a dungeon similar to dungeons in Zelda 3. There will be a bunch of rooms with enemies, puzzles and keys where you walk around and beat each level.
At the end of each level/dungeon there will possibly be a boss. Once you beat the boss you move onto the next level. I may try and make some upgrades for the player. For example I will try and use some of the HP patches hosted here to try and give the player a health bar and as for a weapon upgrade I can make some enemies take 5 fireball hits to beat and then later on get an upgraded weapon which kills the same enemy in just 1 hit. In reality they would actually be 2 separate sprites with different amounts of fireball hits required to kill them, but it would look like the player is getting an upgrade!
I will be using sprites that are most likely not affected by gravity so that they fit in this overhead style type game. I can always code some new sprites too, which I might do. I want to keep the style of the game similar to that of the Atari 2600 or second generation type console game simply because it makes the project much more manageable. It would be like having a SUPER Atari 2600 game because its really an SNES game, but only pretending to be a much more old school looking game.
I will have music for the game too. I will most likely pick tracks from the music section here which fit the theme of my game and I may also ask some talented people here if they want to make something specifically for my game.
I also have some ideas on how to create pseudo layers for the player. So that I can have an upstairs and downstairs in the rooms. What I have in mind is to make certain blocks appear and disappear when the player walks over certain tiles which are invisible to the player. For example if I want the player to walk under a bridge I can put a tile right in front of the bridge which makes blocks appear that have a higher priority than mario so mario goes under the bridge. Then while mario is going to walk on the bridge (the higher level) I can then make those blocks disappear so that mario appear above the bridge. So its a way of making it look like there are layers, but really there aren't. Enemies would not be able to walk in these areas since it would ruin the illusion so they would have to be carefully placed in these types of rooms.
I will also be trying to recreate many things that appear in Zelda 3, but only in the smw engine. Since there are so many wonderful blocks here some of these things are pretty easy to recreate. Such as a door that closes on the player right after the player enters the room or hitting a switch with an arrow that makes blocks go from being solid to passable.
In the image that I posted above those white arrow looking blocks are actually 1 way passable blocks. The pots are currently the smw purple blocks. I'm still working on hiding items behind the pots. I also want the coin counter to represent the arrows/fireballs that the player shoots. I also want the coin amount to decrease each time the fireball is shot. This way it gives players a reason to hunt down more ammo and makes them use their ammo wisely.
I have named the hack "Plextona" and here is the reasoning. Originally I had an idea for a Zelda 3 hack that I called Plextona, it was also going to be Atari looking, but I'm not really that great at Zelda 3 hacking so I will be just converting my game to work with smw. Just to let everyone know, I have been using the Zelda 3 editor Hyrule Magic for many years now making things for a Zelda 3 hack, so I already have many room designs and ideas made. It's just that again they will be used in the smw engine rather than Zelda 3.
So here is the story:
Plextona is a goddess of a realm. She makes sure that in her realm there is peace and harmony. One day though, a powerful demon ripped a hole into her realm and overpowered her. Her guards tried to destroy the demon yet they were defeated. Plextona knowing that she is no match for the demon creates a force-field like shield around her as a defense mechanism to protect her. The demon then gives birth to many other monsters which invade the rest of the realm killing all the inhabitants or sending them into retreats.
With her remaining energy she creates a warrior out of her pure imagination to battle against these monsters and demons with the hope that the warrior can discover the enemies weaknesses and destroy the demon which caused so much destruction.
Also waiting on Ruberjig to upload some 1 screen at a time blocks and possibly level asm.