Thanks. Sadly when I try to restore the grassland tileset, the bottom third is a glitchy mess. I've been resorting to just restore each tile one by one just so I know it doesn't corrupt anything. >_<
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I'm rewriting the story for the hack. It's got the same idea in it (Giant talking sentient piranha plants on a resort island) but now I'm planning having a history for the island, and other stuff like major story characters that'll join you and evolve during the story. I'm HOPING that writing the story first will make development easier and quicker, instead of doing it on the fly. I'm trying to keep the story simple yet interesting AND while keeping the charm and wackiness of my own Mario RPG, but it's hard...
My goal is for the game is for it to be fun for the player to discover the story themselves. To do this, I'm cutting the narrator Toad and choosing a more action oriented story, where the player will discover the story as events unfold within the game.
In the beginning of the game, the narrator won't give the viewer any information that reveals the plot at all. The viewer will be kept in the dark until characters within the game tell you what's going on. This is more "fun" in my eyes, it incites natural curiosity, which is what I want my players to use as their driving force during the full course of the game.
I made this intro quickly, but this is how I plan for the game to start out:
-The viewer hears ocean waves crashing in the background (The "Sea" from SMRPG), and the wooing of wind. Then text from the narrator appears:
I'm hoping that style like this of narration and mystery will have the player keep interested enough to explore the island till the game is finished. I won't know until the main portion of the game is written and done though. I just hope my head isn't too in the clouds with this one...