Super Mario Maker is a stunning game.
There are so many unique and different interactions between the different obstacles that it's
possible to create really complicated contraptions.
Today we are going to test the limits of Mario Maker by trying to create turn based combat
systems.
We are going to take a look on a fighting system with an attack option a defense option
a special attack which only is available after the third turn, and an use item option.
We are going to take a look on a turn based combat prototype that doesn't require room
transitions and we are going to take a look at a turn based combat system where mario
gets a reward after each fight which is depended on how good our plumber fought before and
can then be spent at a shop.
So are you ready?
Let's do this!
So here's our first combat design.
Mario has to fight against this terrifying spiney, this room is the action command room
and mario will end up here after each turn.
He has the option to attack, to use a currently blocked special attack, to defend himself
and to use an item, it looks like mario wants to play it safe and to start with the item
command.
The item command leads our plumber to a small minigame.
There is a mushroom and a fire flower bouncing around.
Mario really would like to eat both of them but if he only has one chance to make them
reachable.
Triggering this skeleton roller coaster at the right time grants him the items though
getting the mushroom is much easier than getting the fireflower.
The fighting works in turns it's always marios action first followed by the action
of the terrifying spiney.
The spiney attacks mario by shooting ouching spikes towards him.
Mario has to survive here for a couple of seconds until a pow-block timer expires and
opens up the path back to the action command room.
Mario survived the first turn and he was even able to get a mushroom, what an amazing first
turn, now it's time to attack!
Attacking is a small mini game as well.
The brick blocks at the bottom are the spineys health.
It looks like this spiney has nine HP. Mario attacks by jumping towards this noteblock.
There is a bullet-blaster shooting dangerous shelmets and if mario times his jumping carefully
he is able to push these damaging shelmets upwards which causes them to deal one damage.
Mario has to try to get as many hits in as possible before a timer expires and ends mario's
attack phase.
Then the spiney attacks once again.
The spiney attacks always using the same pattern in this idea but it should be possible to
give the spiney different attacks by adding a blooper randomizer inbetween the end of
marios turn and the start of the spineys turn.
Next Mario decides to use the defend command.
The defense command.
The defense command skips marios action but the attack of the spiney is way less dangerous.
This would be a completely useless option if it wasn't for the special attack which
gets activated after the third turn.
This was the third turn so the special attack command is now available.
We will use a similar counting system for the third idea in this video and I'll explain
there how this works.
The special attack grants mario a helmet and is guaranteed to deal three damage to the
spiney.
Mario bounces this muncher-bullet blaster contraption on his head here and if he bounces
really well and is lucky he is able to get a fourth hit in.
So the special attack grants mario a shelmet and is guaranteed to deal three damage which
is pretty strong.
Sadly for mario the special attack isn't able to kill the spiney which is either a
really cool feature or a bug in the system because I ran out of space.
Okay so now the fight continues until either the spiney runs out of health or mario dies.
If Mario takes damage he can always play the item minigame again to regain a power up,
and he has always the choice between the non lethal but strong special attack or the basic
attack.
After a while our plumber is finally able to get the last hit in and to win the first
idea of the day.
Hooray!
I won't go into detail how everything works exactly for this idea because there are tons
of systems in place and explaining all of them would take forever, if you are interested
in how everything works exactly you can find the level ID to this stage in the description
and check it out.
Okay so next up is a prototype for a turn based combat without room transitions.
Mario has to fight against this dead dry bone.
Our plumber is able to attack by using the shellmet launcher to his left.
Once the shellmet hit the dead koopa the dry bone attacks by dropping another dry bone
into the arena.
The Mario is able to defeat this dry bone and he has a short break as the dry bone will
only attack after mario attacked.
The whole system works because of the really cool muncher boo contraption to the right.
Bullet Blasters won't shoot while a Muncher is in front of them but they will shoot if
a boo is in front of them.
Something similar is true for shells.
Shells can't pass through munchers but they can pass through a boo.
So in this system Mario's attack triggers a pow-block which kills the muncher at the
bottom of this tower and blocks mario's attacks, but allows the koopa to attack.
The dry bones attacks trigger a pow block as well which blocks the bullet bill that
attacks but enables mario's attack again.
Once Mario got his third hit in another bullet blaster appears which kills the dry bone and
allows mario to leave this idea.
And now let's take a look on a fighting system featuring experience points.
Here Mario has to fight against a horrible chain chomp.
The chain chomp attacks first and his attack is pretty easy to avoid for mario.
Actually it may be a little bit too easy to avoid.
So here's the thing I uploaded this course as well and I tried to make the fights really
easy so that everyone can take a look at the system without dying over and over, though
I have to admit this might be little bit too easy.
Anyway, once Mario survived the dangerous chain chomp attack he is transported into
this loading area.
Here a counter counts how many turns it takes our plumber to defeat this incredibly dangerous
chain chomp.
Afterwards it's Mario's turn.
Mario attacks by jumping towards these question blocks.
If he jumps at the right moment the shellmet attacks the chain chomp and deals one damage
to him.
It takes three hits to kill the chain chomp so it's possible to kill it in only one
turn, but mario only got one hit in.
To Mario's left are two exit pipes but one of them is currently blocked.
The pipe which mario took, took him back to the horrific chain chomp attack mini-game.
After surviving this really dangerous attack mario enters the counting screen once again
before he is able to attack the chain chomp.
Now mario gets the last two hits in which kills the chain chomp, triggers a pow-block
and opens up the other exit pipe.
Now it's time for Mario to get his reward!
This time he ends up on the other side of the counting screen.
Okay so there are three keys, keys are the currency in this level, but sadly for mario
he is only able to collect two of them as one of the keys is blocked by a muncher.
This is because it took mario two turns to defeat the dangerous chain chomp.
If Mario defeated the creature in only one turn he would have been rewarded with all
three keys, but if it took him even more turns he would only be rewarded with a single key.
This is the shop and mario is now allowed to spent all his keys for delicious power
ups.
If mario wants to get the shelmet or the mushroom he has to spend one key on each of them, if
he wants to eat the fire flower he has pay two keys in order to get it.
Now Mario is able to enter the next turn based fight in this idea, but this time he is not
only sated but empowered as well.
But before we take a look on the second fight let's quickly talk about the counter contraption.
Here we have a muncher on tracks, a bob omb and four blocks.
As soon as this idea starts the muncher runs into the bob omb and forces him to explode
which destroys the first block.
On top of this block a bob omb was placed who is now able to spawn as the blocking block
is gone.
This bob omb explodes as well destroying the second block.
Once the room is loaded again the bob omb destroys the third block, and then the fourth
one.
Because of this the game is able to remember how often mario entered this room.
The turn counter in the first idea worked in a similar way.
If the last two blocks are destroyed the munchers drop down and make it impossible for mario
to get the keys, and now let's take a look on the second fight.
The second fight is a fight against a magikoopa.
During the magikoopas turn mario is attacked by tons of magic missiles which are shot by
stacked magikoopas on tracks.
Luckily Mario is not only big but has a helmet as well, because this fight is arguably tougher
than the first one against the chain chomp.
During Mario's turn he has to shoot shelmets at the magikoopa again but this time the helmets
are shot by a red bullet blaster which makes it way harder to hit them.
Then the magikoopa attacks again and so on until Mario finally wins or dies.
Thanks for watching this little video, I hope you enjoyed it, if you enjoyed it don't
forget to leave me a thumbs up and maybe you feel especially turn based today and want
to hit the subscribe button as well.
I hope you have a wonderful day and to see you soon.
Goodbye.
Không có nhận xét nào:
Đăng nhận xét