07-07-2020, 11:13 PM
It has been more than a month since my last video. At least I am almost done.
I am going to make World 4 into a Desert and World 5 into an Arctic continent. This would be a sample stage that features slippery ice. In the last month, I have coded the following features.
1. In every Nintendo platform game since the SNES era in the 1990's (and nearly every platform video game made), there are hidden Easter Eggs you must find in each stage to prove your skill. Super Mario World has the Dragon Coins. Yoshi's Island has the smiley flowers and red coins. Donkey Kong Country has the pirate coins in the bonus rooms. I think I will have it so that Mario (or Luigi) must find 4 gems in each stage. They will have the standard colors from Super Mario World - green, red, blue, and yellow.
2. When Mario (or Luigi) walks or runs on ice, his acceleration and deacceleration is much slower and less responsive. This is to create the slippery effect.
3. In Super Mario World, I noticed that Mario will slip on a steep slope (more than 45 degrees slant?). However, he will not lose his footing on an icy slope. As you have seen in my past videos, I did not want Mario to slip on a slope of any angle. Now, I encoded it so that Mario will only slip on an icy slope. This will create more challenges.
4. Mario's fireballs can melt frozen coins and Munchers. I wonder why there was only one, measly stage in Super Mario Bros 3 where you could do this. I thought it was a really cool feature and am going to use it a lot. As you might have seen in my past videos, Munchers become coins when you touch a P-switch.
5. I have encoded the Flurry enemy from Super Mario Bros 2 (Doki Doki Panic). Of course, Mario is going to stomp on Flurry, not pick him up.
The last part of the Mario algorithm I want to really encode is sinking in quicksand - something easy since I already have Mario sinking in water. I will make a desert stage. The last part of the framework I think I should encode or boss fights. After Mario beats a boss, he will receive an item, which treats the player to some cut scene. I am debating whether I should make a castle stage before finally working on a formal, professionally made game.