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Initial Brainstorming

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Post by Gumbo Thu Feb 19, 2015 11:18 pm

I'm not sure I like the idea of navigating from the house. The house has served more as an opening in every game, even in super paper mario. Nothing more. I think it could be used to go to areas in previous games post-main-game though, but I've always much preferred the open world-adventurey aspect of the first two games.
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Post by Gumbo Thu Feb 19, 2015 11:48 pm

terribad wrote:The house is always a good jumping off point, and I like the idea of it having any other purpose beyond just visiting occasionally to read Luigi's diary and fappin to Mario's secret porn stash

Another idea I had was to highlight the theme of being in a play. In battle, Mario and the enemies are on stage right? So Mario & co. are trapped in a play being staged by the nefarious villain, who is placing obstacles in Mario's way to prevent him from finishing the final act and ending what is ultimately a childish power fantasy.

Hmm I definitely like the idea of emphasizing on the stage stuff, that seemed to be a more or less crucial part of TTYD and adding onto it would be nice.
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Post by Tragedian Fri Feb 20, 2015 12:51 pm

Mario's house shouldn't be the hub-world, but I'm quite down with the idea of loading it up with secrets. That said, such things need to be done later on in development- right now, we should be focusing more on making sure basic systems are functional and get a proper World 0 (tutorial) finished.

It's funny that you'd mention that Mario doesn't get to go plumbing much- I was actually thinking that the earliest challenges (again, the tutorial) should be plumbing themed, lore-wise. That is, we oughta find an excuse to drop Mario off in a cardboard sewer and give him shit to jump on baddies to bop. I was thinking that instead of a typical fanservice Parakarry introduction, we could start off with Mario fixing his own damn water supply. I have a few ideas on how this could be implemented well, but I'm gonna plop those in another thread I intend to create (with plenty of design-doc'y stuff and even visual aids I may or may not throw together in Paint) about how we should handle puzzles and the first zone.

I like the idea of interacting with objects to get to new areas a la Mario 64 or the Shy Guy Toybox but I think most fans of the series would prefer a more open world-oriented approach and that we should maybe implement that idea on a more "abstract" or zoomed-out level. For example, we could take your idea of jumping into a vase to arbitrarily hit up a new zone and instead find a reason to shrink Mario down and have a zone take place in a greenhouse or garden with Mushroom Kingdom insects acting as monstrous... well, monsters.

I strongly disagree with the one-member-only rule and was actually thinking that quick change should be a standard ability for the sake of allowing us to come up with more creative and strategic enemy layouts. Combat should serve as a puzzle first and foremost, and making certain abilities necessary or super useful against certain enemies in certain situations even allows us to populate an area with enemies so they can act as a sort of metroidvania-style barrier and deter players from venturing where they shouldn't be yet.

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Post by Guest Fri Feb 20, 2015 11:40 pm

In PM2, Mario had all sorts of badges for jumps and hammers, but all the partners had were "P" versions of pre-existing badges (ex. Defense Plus P, Feeling Fine P). I was thinking that it would be cool to have partner-specific badges (wherein each partner had their own BP). For example, if this game had a tanky partner, you could give them a specialized Defense Plus badge that only costs 3 BP (as opposed to it's usual 5 BP). Each partner would require their own BP stat for this to work so that the player doesn't put all their badges on a single person (which would probably be too OP). This would open up more doors for partners, and make them even more interesting.

Also, I've always thought it was a bit lame that if Mario dies, it's game over, but if a partner dies, Mario can just switch them out for anyone else.

Terribad: I like the idea of giving the players Quick Change from the get-go. It allows for more combos.

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