Creation of a world for Super Mario Bros 3
Transcription
Creation of a world for Super Mario Bros 3
Quentin Debard 1BGDA 2014 / 2015 Creation of a world for Super Mario Bros 3 I Context and intentions For this assignment, we have been told to create a new world for the vide-game Super Mario Bros 3 on occasion of a porting on the Wii U game console. We were not asked to use the technology inherent of this material, but to stick to the original theme as to be as coherent as possible with its original version. In order to preserve the homogeneity with the game, we had to create a new suit for Mario, new enemy and a new final boss. The main intention of the concept is to offer the player a longer game experience with this secret world but with novelty. Moreover, the goal is to entertain players that haven’t played the original game as the players who did with a world making references to it. This new world is the Time World, dedicated as its name mentions it, to the time, such as the new suit does.by turning Mario into TimeMario. II Table of contents Context and intentions ................................................................................................................................... II Super Mario Bros 3 analysis .......................................................................................................................... IV Data sheet .................................................................................................................................................. IV A little revolution ....................................................................................................................................... IV Pitch ........................................................................................................................................................... IV Content ....................................................................................................................................................... V Concept – The Time World ............................................................................................................................ VI Introduction ............................................................................................................................................... VI Access to the world .................................................................................................................................... VI Choice of the universe ............................................................................................................................... VI World’s description .................................................................................................................................. VII Metrics .......................................................................................................................................................... VII New suit – Time Mario ................................................................................................................................... IX Mechanics – Dash – Time stops ................................................................................................................. IX Consequences ........................................................................................................................................ IX Feedback ................................................................................................................................................ IX Bestiary ........................................................................................................................................................... X Recurring enemies ...................................................................................................................................... X Enemies in the new world....................................................................................................................... X New enemy –TickTock Bird ......................................................................................................................... X Mécaniques ............................................................................................................................................ XI Response to the new suit ...................................................................................................................... XII Boss ............................................................................................................................................................... XII Bowser ...................................................................................................................................................... XII Basic behavior in SMB3 ......................................................................................................................... XII Behavior in the Time World ................................................................................................................. XIII Level Design intentions ............................................................................................................................. XV Examples ................................................................................................................................................... XV Example 1 .............................................................................................................................................. XV Example 2 .............................................................................................................................................. XV Example 3 ............................................................................................................................................. XVI III Super Mario Bros 3 analysis Data sheet Title: Super Mario Bros 3 Type: 2D side scrolling platformer Release: 1988 in Japan, 1991 in Europe Developer – Publisher: Nintendo A little revolution A numerous novelties have risen with Super Mario Bros 3 such as completely different worlds: the player can find the hills world, or other taking place in the desert, in the air, under the water, on boats, etc. The game is considered as one of the best video-game of all time owing to its perfect measure of difficulty and has been a huge commercial success (18 million copies sold across the world).Four of the ten best suits are found in Super Mario Bros 3: the Frog suit, Boot Suit, Tanooki suit, and Raccoon suit. The game establish itself in a decade that has seen new powerful game consoles. Concerning the graphics, SMB3 develops Mario in the line of SMB2 by proposing a rounder and more detailed character, such as the different worlds with shadow effects in the background. Pitch The Koopalings (Bowser’s children) seized the 7 thrones of the 7 kingdoms that composed the Mushroom Kingdom. Mario will have to fight them in order to bring back peace in the worlds. The goal of the game is to beat the Koopalings, Bowser and save the Princess Peach IV Content Mario have several bonuses already employed in the three precedent games such as mushrooms, stars, lava flowers that give him special powers or additional lives that give him special powers or additional lives. The player also get some newness: new suits (offering new possibilities and gameplay mechanics) a map that shows the levels, where Mario is and gives to the game a less linear aspect than the precedent games To move forward in the game, the player has to complete a whole level (that ends up by beating a Koopaling) to open a new one, and so forth until the final castle where Mario encounters Bowser. It is the first Mario game that shows the progression on a map representing a world, and which reflects a singular one. This is also the first time Mario can collect objects at the end of levels and use them later on. Final level bosses (Koopalings) have similar behavior patterns. The player has to defeat them the same way: by stomping on them 3 times. World 1 : Larry Koopa, throws magical projectiles while moving World 2 : Morton Koopa Junior, throws magical projectiles while moving faster than Larry World 3 : Wendy O. Koopa, throws candy circles on Mario while jumping World 4 : Iggy Koopa, throws magical projectiles with a scepter, jumps and move quickly World 5 : Roy Koopa, charge at Mario while creating shockwaves World 6 : Lemmy Koopa, throws balls at Mario, moves quickly on a ball World 7 : Ludwig Von Koopa, throws magical projectiles at Mario, moves toward him To conclude, this license opus develops considerably the series by integrating new gameplay mechanics (swim, fly and glide), new possibilities, enhanced graphics, a harder difficulty and a real cooperative mode reflecting the first Super Mario Bros video-games. V Concept – The Time World Introduction The deal here is to create a ninth world entirely based on the Time theme. This world is visible and reachable once the game is finished. Furthermore, a new suit, new enemies and a ninth boss (reuse of Bowser) will also be present inside this world. We want to explore a universe that the Nintendo didn’t use a lot in the precedent games. This theme finds echo in two games of the license: Super Mario 64 and Super Mario 3D World where it is essentially represented by precision and timing. In order to be as coherent as possible with the original game, we did not want to reuse the Koopaligns or invent another one as they all have been defeated before Bowser. Access to the world When the player finishes the 8 worlds, a curtain falls on the scenery and goes back up to show the gathering of Peach and Mario. Another curtain goes down, the credits are displayed on the screen. In our version, this second curtain stops while falling, goes up and the player sees: Reuse of Bowser as the final boss Bowser faces a huge clock He jumps in front of it The clock hands go in their opposite direction faster and faster Bowser disappears of the screen, the hands stop A new artefact appears in Mario ‘s inventory o Necessary use to access the new world o Can be use anywhere in the 8 worlds Choice of the universe Coherence with the original game Theme already approached in the license (Super Mario 64 and New Super Mario 3D World) Allows future adaptations for the license Bonus world: possibility to take some liberty from the universe Matches with the endless Bowser’s will to change/modify the world VI World’s description 7 levels are combined in the Time World Difficulty is progressive o So the player have time to get familiar with the new suit This new world is a nod to the levels that can be found in the Clock Tower (Super Mario 64) and the rhythmic ones in Super Mario 3D World o Mainly made of platforms Moving or not moving platforms Jump, timing and precision Manage the speed and the timing o All the levels make a to the original levels In terms of graphics In terms of platforms In terms of items to collect A new enemy appears The world is made of levels alternating automatic side scrolling and non-automatic side-scrolling o Make the player feel the importance of timing and time in general o Make him face stressful and calm situations o Stay coherent with the time theme and original levels of SMB3 A world reference music will be declined in the different levels o Rhythmic theme Mark the step to rhythm to follow in some level Reminder of the Time theme Get the player to stay in an alert and progressive state The player will have to interact with the universe o In relation to the platforms o In relation to the enemies location Metrics The screen is divided into 16 by 16 pixels squares. For this document, we define the metrics like this: 1 square corresponds to 1m x 1m. Mario moves approximately at a speed of 5 meters/second Mario can jump o Minimum 1m50 o Approximately 3 meters when the jump button is hold before the jump 16 x 16 pixels That is to say 1m x 1m VII Plateforms references Super Mario Bros 3 World 1-6 Super Mario Bros 3 World 3-2 Super Mario Bros 3 World 6-4 Super Mario Bros 3 World 6-2 Super Mario Bros 3 World 3-6 Graphic references Super Mario 3D World Super Mario 64 – Tick Tock Clock VIII New suit –Time Mario Reminder of the Tanooki suit with the statue which falls on enemies The suit is gained in « Interrogation Boxes » like the other suits Mechanics –Dash –Time stops Requires an adequate distance between Mario and the ground: 5meters o After a jump: jump button + dash button o After a fall: dash button during the fall o Duration of dash : 0.5 seconds Suit’s necessity o Requires the suit to finish some levels o Stops the time in order to pass quick platforms If Mario jumps on an enemy: kills the enemy but doesn’t stops the time Consequences Cessation of time during 4 seconds o Freezes moving platforms o Freezes enemies where they stand Get back to their behavior when the time comes back to normal The suit does not prevent Mario from losing a life if he falls in a gap If Mario is touched by an enemy, he loses the suit Feedback Music slows down o Indicate the remaining time o Comes progressively back to normal o Music is faded, a « tick-tock » can be heard and speeds up to inform the player the power is getting to an end The camera shakes on the impact Dust cloud under Mario on the impact Distance required for the vertical dash IX Bestiary Recurring enemies Enemies encountered in each world are also present in the Time World Basic enemies stick to the same pattern in the new world o In terms of moves, attacks and defenses o Found in the same places Enemies in the new world Goomba Basic enemy, moves forward in any direction. Killed by a stomp Paragoomba Winged version of the Goomba. Loses his wings after a stomp. Red Paragoomba follows Mario, Brown Paragoomba flies while dropping Microgoombas One stomp makes him go inside his shell. That one can be used to kill enemies or break blocks Winged version of the Koopa Troopa. Loses his wings after a stomp Koopa Troopa Koopa Paratroopa Lakitu Spiny Piranha Plant Venus Fire Trap Bullet Bill Spike Launches spike balls. Moves in the airs Spikes protect himself from stomps, killed by jumping on the blocks under him Found in tubes, hides when Mario is close to it Spits fireballs toward Mario, found in tubes or moving sand Bullet launched by cannons, moves horizontally Spits spike balls and throws them to Mario New enemy –TickTock Bird Behaviour mainly based on the Koopa Paratroopa and Crowber (New Super Mario Bros. Wii) ones Can be found in the first level More frequent as the player goes along the world Represent a clock bird The bird does not follow Mario moves X Mécaniques The bird moves : 2m by second o The bird has a detection zone of 13 meters o 6 meters in front and behind him Detection zone If the bird sees Mario in his detection zone: o Chirps (feedback) o Triggers a sprint toward the player o Travels 4 meters in 1 second The bird moves quickly (4 meters in front of him) and gets back to its normal flight XI Detection zone only active in front of him If he encounters an obstacle, goes into the opposite direction When the players stomps on it, it falls on the ground and moves only on the ground o Is killed when hit two times: same behavior as Paragoomba One hit in the air One hit on the ground Response to the new suit Freezes in the air, no matter what When the time comes back starts again his action : o Sprints o Flies o Walks Boss Reuse of Mario’s Nemesis Blink of an eye to bowser’s eternal will all along the Mario games Bowser Different confrontation Presence of platforms No suit required to defeat him Scenery: a huge clock, the one the player saw at the end of the game Basic behavior in SMB3 Bowser spits fireballs the player has to avoid Jumps in the air and lands where Mario was right before the jump When he lands, he breaks a blocks raw behind him Bowser repeats the same pattern until he is defeated The goal is to make him land in the center of the map so he falls in the hole Bowser Blocks that can be destroyed by Bowser The player has to make Bowser land in the center so he will fall after breaking the last row XII Behavior in the Time World Fight in two phases following this pattern: 1 + 2 / 1+ 2 / 1+ 2 1et phase Bowser stay static Spits 3 fireballs The projectiles aim Mario where he last stood 2ne phase Bowser jumps onto Mario where he last stood o Breaks platforms if he falls on them The player has to avoid him in order to make him violently land on the ground o The clock trembles If Bowser touches Mario, nothing tremble End When Bowser jumps for the last time and lands on the ground The clock trembles and breaks The clock hands that were running stop A fade makes the clock and Bowser disappear The door opens Phase 1 behavior Bowser spits three fireballs First fireball Second fireball XIII Third fireball Phase 2 behavior Bowser jumps where Mario stands Bowser jumps on Mario The platform will break during the Bowser’s fall The player goes to the right Bowser lands on the ground The huge clock trembles in a loud crash The platform disappeared has Bowser spits again fireballs from his location XIV Level Design intentions We want to offer the player a real challenge by playing with the difficulty progression of the original game. The player will have to use reflexion in order to complete the new world, however the levels are built to keep an optimal gameflow and a smooth progression. Timing will be the key feature of this world dedicated to Time. Some other suits will be found in the levels. Examples Example 1 Here, the platforms are moving vertically, and quickly The player has to stop the time when the first one is reachable, freezing the other in an optimal configuration allowing him to cross the screen from on point to another. The enemy will get in the way. Stopping the time will allow the player to cut its progression for 4 seconds. Example 2 The platforms are spinning round (Mario goes from the foreground to the background and so from the left to the right if he stays static). The player can decide not to use the suit and has to calculate the perfect timing to avoid the plant and land on the other platform when it has reach the good position. The player can also decide to use the suit by stopping the time at the right moment allowing him to pass the platforms without danger. XV Platforms animation Example 3 The player can cross over these platforms without using the suit, it will require more precision and timing. With the suit, he will be able to freeze the enemies and jump on them to get to the right part of the screen. If he fails, another wave of enemies will come to him. XVI