I initially revealed this project all the way back around October 2020 and released a demo during C3 Winter 2021 where I also stated that I would be taking a break from SMW hacking.
I've regained my interest after I was invited to work on Rakugaki Mario, and now I'm pleased to announce that I've resumed development on this hack.
You can read the previous threads to learn more about this hack, but I would advise against it.
Conceptually, a lot has changed since the original demo. Instead of feeling like a series of linear gimmicky levels, I'm aiming a lot more for this to feel like a fully fleshed-out, yet mildly unconventional Mario adventure.
There's a new HUD, for example, which isn't as uninteresting as the original stripped-down Minimalist HUD.
You have space for your Item Reverse, DCs, even regular coins, as well as a good view of your surroundings.
In keeping with the adventurous atmosphere, there will also be NPCs.
They won't be very frequent, only appearing in a few storehouses scattered about the world, either giving you tips or discussing the Mushroom Kingdom's current dreadful state.
My level design philosophy has also evolved for the better, now being a more mixed and varied blend of obstacle-course JUMP/YUMP design and traditional Gaiden or even Mario Forever Letter Worlds design.
I believe I've shown enough for now, and if all goes well, I'll be updating the old WIP thread after some time.
Thank you for reading, and I wish you all a wonderful rest of this C3!
I've regained my interest after I was invited to work on Rakugaki Mario, and now I'm pleased to announce that I've resumed development on this hack.
You can read the previous threads to learn more about this hack, but I would advise against it.
Conceptually, a lot has changed since the original demo. Instead of feeling like a series of linear gimmicky levels, I'm aiming a lot more for this to feel like a fully fleshed-out, yet mildly unconventional Mario adventure.
There's a new HUD, for example, which isn't as uninteresting as the original stripped-down Minimalist HUD.
You have space for your Item Reverse, DCs, even regular coins, as well as a good view of your surroundings.
In keeping with the adventurous atmosphere, there will also be NPCs.
They won't be very frequent, only appearing in a few storehouses scattered about the world, either giving you tips or discussing the Mushroom Kingdom's current dreadful state.
My level design philosophy has also evolved for the better, now being a more mixed and varied blend of obstacle-course JUMP/YUMP design and traditional Gaiden or even Mario Forever Letter Worlds design.
I believe I've shown enough for now, and if all goes well, I'll be updating the old WIP thread after some time.
Thank you for reading, and I wish you all a wonderful rest of this C3!