03-22-2019, 09:08 PM
(03-18-2019, 03:40 PM)ThatMarioFanBoy! Wrote: Hi i have been following development of the game for a while and i'm really exited it looks amazing! Keep up the great work! I am curious about some things so i hope you don't mind but i have a few questions.1. At most I've added slight nods to some games here and there that have come out since the start of MM's production, but thats about it. The funny thing is that Captain Toad in MM might seem like we brought that over from Treasure Trackers, however the general gameplay style (A slower character that can't jump) was something we tossed around the start of production (at the time, we considered using toy versions of the characters, like the Mini Mario toys).
1. Has the release of new mario games affected Midas's development in any way?
2. In the game Mario and Luigi fight syrup and Wario and Should have Been in Smash fight Bowser. Was an enemy reversal what you had in mind when you did this?
3. Speaking of Syrup i noticed the level where you fight her can't be revisited when clearing the demo, will we be able to revisit it in the final game because for the life of me i can't find that level's mushroom! (Hey this is Future me I found the levels mushroom ... it's not where i expected it to be but still, will the airship be able to be replayed?)
4. What is your favorite level you made so far. (If you feel this will spoil the game it's cool you don't have to answer this)
5. If you could travel in time and give yourselves one piece of advice on making the game what would it be?
Sorry if i went on to long or got annoying. I hope you have a wonderful day!
2. Yup, that was totally intentional... I think. Honestly, most of my design ideas in games I work on are just me randomly coming up with stuff, and then later someone points out that it was clever, at which point I pretend it was on purpose.
3. Not sure as of right now. It's something we've considered though.
4. Tough call, theres two elements to the levels that I'd have to judge them on, flavor and platforming.
For flavor, one of my favorite levels is USS Subpar. Fans of the LPer 'raocow' might recognize this nod to one of his past video playthroughs. This level has a number of nods to the ASMT games his forum has made over the years, as well as a neat little room where you can see some enemies that were dropped from the final game.
As for the platforming, I'm partial to Thunder Palace, a large temple in the sky filled with electrical enemies.
Theres a number of other levels I enjoy of course, Beat Block Battlements, Too Hot for Miners, Boney Maze Cave, Tool Assisted Speedrun, Helipad Ruins, Trial of Mook, Shipwrecked Rails, Wacked Out Woods, and many others are still fun to mess around in, even after testing them many times.
5. I'd probably just tell myself the general layout of the game in advance to help speed things along. Seriously though, I've learned a lot from this project. I've grown a lot as a spriter, designer (both in terms of designing characters and levels), and in other aspects, plus I've made several friends of and what not along the way, so I think I'd keep past me fairly spoiler free.