Saturday, August 24, 2024

game design with Super Sunny World

There is a NES game in the making. Yes, a new one. A homebrew, of course. There are quite a few ongoing, actually, but this one features artwork from Kenneth Fejer ! and aims at cloning the gameplay of Super Mario Bros in a different setting. And I must admit I'm loving the simple charm it has, and I've been using Matt's posts on Super Sunny World as a sandbox to toy with game design ideas since March '23 the same way I did with Cyber Shadow a few years ago.

Matt proposes "grow up" power that sits still and "fire" power-up that slides away (like a SMB mushroom). Personally, I feel like both sliding and sitting idle do not fit the power-up personalities. I'd like the "grow-up" flower to have a little motion. To make it easier to grab than Mario's mushroom, it could be floating down towards the player. (post-thought: that might be luring a bit too much into Leilani's Island gameplay ^^")

Also, it feels odd that the pearl slides since it is in a shell but if it was a bare pearl, it would perfectly work to see it rolling away. I'm afraid it moves a bit too fast now and I'm unsure you could catch it unless you realized that you can run, which most young player won't. And even if it is only barely faster than yourself, 

Another follower, XPascalou, points out that In Super Mario Bros, players have to work to get their power-ups. It is not "free". Players have to master "run & jump" to catch the mushroom or the star. The star is even harder to catch because it gives much more power. That's true, but level designers put some surrounding elements so that early mushrooms are redirected towards you. (that would be interesting to study SMB1 maps to see how often that happens and when the games start making you take risks for a mushroom, then compare that with SMB3 and Giana Sisters)

Sometimes, it's just a tiny interaction, like when Matt announce he has adjusted the "hit range" for going down tree trunks, and now allows the player to trigger the transition when "duck sliding" across the top. But by all the hours spent on Super Princess Peach ... Thank you, Matt.

Sometimes, there's more meat, like when Matt wants to introduce a cousin to the snail (his default koopa-like creature). But as much as I love its look, with spikes-like on the shell, it looks more like it's deadly to jump on its head and seeing it shielded against shots was a surprise. (I guess I must unlearn to think of them as fireballs ^^"). It would be nice that the shots would slightly bounce them backwards (unless they entered the "stick to the ground" state after they bounced once, possibly).

Of course, for a programmer, it's always nice to get crusty details about what did not really went right, like how initially, shots would be "swallowed" by blocks 1 tile about the ground. Especially because that feels like something the Giana Sisters would have featured, and thus gives a new light on why there were such weird behaviours in that game.

It's nice to see other platformer authors come up with creative alternatives like waterfalls we can swim in ... rather than artificial ladders or elevator that would have felt out of place in the Sunny's world setting. +1 for using white clouds at the bottom of waterfall only when it is swimmable (it wasn't the case initially, and it will definitely help distinguish interactive and decorative waterfalls). I think mixing swimmable and non-swimmable waterfalls will be very demanding for non-expert players and should only be done if there's plain ground to catch us if we're confused. The way that waterfall is placed in the level perfectly introduce the mechanics in a no-tuto way, too ^_^

And then there are the cases where Matt's post make me think "uh. No. I wouldn't do that in my own game", like with the fishes:

fun twist on the "flying cheep cheeps" 🐡 for my NES game, Super Sunny World 🌞! Instead of just jumping and falling, they land and slide across solid surfaces. Maybe I should replace the fish sprite with a penguin sprite

Maybe they could either slow down and become immobile hazard on the ground or fall back through the ground once they are done bouncing ? I like them being fishes. Sliding penguins only work with slippery ground (and well, so could fishes, if ground is slippery) oh. Or they could slide to a stop, then miserably try to avoid you with ridiculously small jumps. Possibly jumping faster if you approach them.

I could try it, but my plan it to have 3 of those active at the same time, at all times, so my instinct is the keep the movement very linear and consistent, to allow the player to more easily track 3 moving enemies flying around the screen.

Okay, a last one, because that was on my blog-me list for such a long time:

Did you ever notice: In Mario 3, if you hit a block that bounces up, it pushes mario downward faster than if he hits a solid block?

I noticed that while playing "Croc World" demo which was lacking it. It felt cheap. I think Mario's Y speed is reverted while bouncing on an active block. On a solid block, the speed is simply set to 0 so it takes a little time to start falling down. Note on Matt's video how the same question block is active when flashing and just solid once empty. That surely contributes to how the game communicates what is interactive and what isn't.


2 comments:

La Gazette de Bilou said...

il était mentionné dans la gazette de mars 2023 :)

Matt Hughson said...

That was great. I fun trip down memory lane!