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Author Topic: Super Spelunky World (Playable build)  (Read 3129 times)
Delver
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« on: January 17, 2011, 04:51:23 AM »

Super Spelunky World, features a overworld inspired by Super Mario 3 & Super Mario World, or at least in the final build it will ^^

Current Alpha version: http://www.mediafire.com/?iwwcvqbw3o71drp


*When you die you return to original title screen, restart to enter overworld map. All progress will be lost.
*The bridges can be hard to cross, needs to be pixel perfect.

This version is really only to give an idea of how an Overworld could be realized. Ideas and thoughts are highly appreciated, since they can only make the final mod even better.       

//original post
What if spelunky had an overworld map, arguably the greatest innovation in platforming since jumping, how would that effect gameplay?

I'm asking because I would like to create a mod for spelunky again, and an overworld seems like a solid core feature for a mod.
 
For clarity I'm talking about a level select map akin to the one in Super Mario World hence the name for the mod.

below is a few of my own ideas for an overworld:

  • There could be a home level working as a store house (Not unlike the villages in Shiren the Wanderer for SNES ). Were the player could horde items and gold for future plays. It could be The Spelunky Mansion giving it a Tomb Raider like feel, a desert camp outside level 1, maybe a camel.
     
  • The shortcuts could be build on the overworld, envisioned as a bridge, a newly created mountain pass or something more creative.

  • The player could play the same "world" as many times as he chooses  moving between the exit and the entrance (cave, jungle...) moving around the world map by doing so. Returning goods to the home level, or hording gold for the next shortcut.

What do you think, what would be a great overworld map?

 Smiley
« Last Edit: January 22, 2011, 07:36:29 AM by Delver » Logged
Wonkyth
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« Reply #1 on: January 17, 2011, 05:44:22 AM »

Sure.
But complex as all heck.
Better to make a new game.  Wink
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« Reply #2 on: January 17, 2011, 01:51:20 PM »

This I like, but I agree with Wonkyth.
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« Reply #3 on: January 17, 2011, 02:13:30 PM »

The two relplies above my are stupid.  World Maps are fairly easy to code in Game Maker.  The process is also mind numbingly boring.

However, it would be interesting to see it implemented.
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Delver
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« Reply #4 on: January 17, 2011, 04:05:41 PM »

It shouldn't be overly difficult creating a overworld, actually believe the sprite work would be more time consuming then the actual coding.

But as of the moment I'm doing "research" by playing Super Mario World. Preproduction is the must critical step Tongue

 

     
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Kegluneq
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« Reply #5 on: January 17, 2011, 08:37:51 PM »

I like. I'm interested in seeing how you're going to pull it off though, the random generation things makes this quite a bit different from your traditional overworld-having platformer.
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Wonkyth
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« Reply #6 on: January 17, 2011, 09:02:53 PM »

The two relplies above my are stupid.  World Maps are fairly easy to code in Game Maker.  The process is also mind numbingly boring.
You're right, I was kinda mouthing off a little.
Yes it's easy.
No, it would not be worth doing it to make a mod.
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Patrick
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« Reply #7 on: January 18, 2011, 04:44:04 AM »

I like. I'm interested in seeing how you're going to pull it off though, the random generation things makes this quite a bit different from your traditional overworld-having platformer.
Ah, but what if he drops random level generation and just uses community custom levels as stock levels, then puts a boss fight at the end of a world?

Just like Mario.  Cheesy
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marsgreekgod
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« Reply #8 on: January 18, 2011, 09:41:07 PM »

rouge like with a map then?

only going to have 4 areas or.. what?

you going to have things like normal jungle, wet jungle undead jungle?
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« Reply #9 on: January 19, 2011, 10:46:21 AM »

I like. I'm interested in seeing how you're going to pull it off though, the random generation things makes this quite a bit different from your traditional overworld-having platformer.
Ah, but what if he drops random level generation and just uses community custom levels as stock levels, then puts a boss fight at the end of a world?

Just like Mario.  Cheesy

Like the idea with mixing custom levels into the overworld. Maybe they could have small quests associated with them (I damsel in distress), and completing them could give a powerful items. Giving a more RPG-like flavor to the game.

rouge like with a map then?

only going to have 4 areas or.. what?

you going to have things like normal jungle, wet jungle undead jungle?

Think I will be going for a more JRPG like overworld then initially planned. Where you have a "starting" zone with small custom or semi-random caves/dungeons, with there own reward.
To advance to the next zone; you need to complete the normal 4 random levels of the same type (Cave, Jungle...). You can then move between the zones by completing 4 levels again or pay the Tunnelman for a permanent free pass.
« Last Edit: January 19, 2011, 03:49:47 PM by Delver » Logged
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« Reply #10 on: January 19, 2011, 10:14:53 PM »

JRPG style huh? I don't think it's what you mean, but it'd be interesting if your random encounters were levels instead of monsters.
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« Reply #11 on: January 20, 2011, 03:14:18 PM »

link: http://www.mediafire.com/?fpw2092zw6xsjjp

Created a basis overworld, with a little secret. The controls ain't perfect but should work fairly well with a joypad.

*Press Attack to enter Cave.
*When you die you return to the standard title screen, restart game to return to     overworld

feedback and especially ideas are very welcome Cheesy

ps. tiles stolen from Links Awakening

     
« Last Edit: January 20, 2011, 03:23:32 PM by Delver » Logged
Patrick
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« Reply #12 on: January 20, 2011, 03:40:26 PM »

It's pretty good.

Strangely, it reminds me of Pokemon...
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« Reply #13 on: January 21, 2011, 12:08:31 AM »

alright, cause i'm lazy, i dunno if anyone specifically stated this:
the world map for all 16 levels would not work since randomization of each individual level.
however, if you make an area as a world, it should work just fine.
also, there should be like a few things that shold be included i think:
1. 3 lives with 4 hit points each.
2. ability to keep collected items however, you can only use so many at a time (not including: bombs and ropes and other items snagged in that run) so like, 2 specific carryover (also, udjat eye/spectacles/etc are not included in total) items like a jetpack, pick axe, etc.
3. shortcuts to places of specialness if unlocked.
4. if you run out of lives, you must start ALL OVER.
5. *possibly* make each area just a bunch of levels straight through, without the score screen, however, if damsel/idol reach the bottom, it will just automatically be added to the total. also, when you run out of hit points, and die, you only start the section over, not the whole area.
6. the reason i say make them all one thing, is so that you don't stop awkwardly after one randomly generated level and then start on another since in theory (and what happens to me very often) level 5 could be harder than level 6 or 7.
7. quick save option, so you can start up again fromt hat save file once, but it's there for if you really have to go do something, and it may take hours.
8. ability to save the map after completing the whole game. and be able to start a new one without deleting the other world.
9. carryover money (if not mentioned before) as well as squares where you can go directly to a shopkeeper and buy/gamble/havesex.
10. make the game longer by adding new levels, minibosses, etc.
EDIt:11.? make save file part of the game itself so if you transfer it onto a flashdrive your data will remain unchanged even when played on a different computer if possible.


--. these are all suggestions, and i have more that i forgot, but, i do believe that this game won't be complete without most of these. EDIT: and yes, i'm aware this many things will make this a total bitch to code. so i'm sorry for making so many complicated suggestions.
EDITEDIT: i shall try this now. i was not aware of an alpha release. lets see how this goes.
« Last Edit: January 21, 2011, 12:12:00 AM by SparkleDevon » Logged
Patrick
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« Reply #14 on: January 21, 2011, 02:54:54 AM »

Okay those were, imho, some pretty good ideas, and they made me think too.

alright, cause i'm lazy, i dunno if anyone specifically stated this:
the world map for all 16 levels would not work since randomization of each individual level.
however, if you make an area as a world, it should work just fine.
Remember, he's splitting the 4 areas into 4 worlds and probably using custom levels or semi-random levels as the bulk of a world. (Is that right?)
2. ability to keep collected items however, you can only use so many at a time (not including: bombs and ropes and other items snagged in that run) so like, 2 specific carryover (also, udjat eye/spectacles/etc are not included in total) items like a jetpack, pick axe, etc.
I like this, but perhaps only one item per "slot", similar to TLS.
Example: Weapon slot holds guns, knives and bows; Body slot holds Capes, Jetpacks, Compass and so on; Shoe slot hold shoes etc.
Then maybe you can buy these items (for a big price!) in the overworld, and you lose them when you die, OR obtain them normally as in Spelunky (possibly keeping them for the next level you play if you win?)
3. shortcuts to places of specialness if unlocked.
4. if you run out of lives, you must start ALL OVER.
I pretty much agree with this entirely.
5. *possibly* make each area just a bunch of levels straight through, without the score screen, however, if damsel/idol reach the bottom, it will just automatically be added to the total. also, when you run out of hit points, and die, you only start the section over, not the whole area.
Yeah, this sounds all right. Maybe having a 1-up sort of item could help, too, since this game is going to include potentially difficult CUSTOM LEVELS! Shocked
7. quick save option, so you can start up again fromt hat save file once, but it's there for if you really have to go do something, and it may take hours.
This. Exactly.
8. ability to save the map after completing the whole game. and be able to start a new one without deleting the other world.
Beat the game --> Never game over or have continues --> I like it. Easy to replay the highlights.
9. carryover money (if not mentioned before) as well as squares where you can go directly to a shopkeeper and buy/gamble/havesex.
You mean an overworld shop? Great, as long as it's expensive and/or limited in stock. We can't have an overworld shop being as good as any underground!
EDIt:11.? make save file part of the game itself so if you transfer it onto a flashdrive your data will remain unchanged even when played on a different computer if possible.
I don't know about that. If it's just a quicksave, that is, the kind of save that's valid for only one use, why let people copy it? It's kind of asking to be exploited.

Anyway that's my 10 cents. Sorry about the wall.
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