Re: [Super-tux-devel] Magic system
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From: Keir L. <ke...@th...> - 2004-05-10 13:36:25
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On Mon, 2004-05-10 at 15:23 +0200, Ingo Ruhnke wrote: > Keir Lawson <ke...@th...> writes: > > > personally i think supertux should stick to mario-like behaviour > > Which Mario would that be, MarioBros, SuperMarioBros, SuperMarioBros2, > SuperMarioBros3, SuperMarioLand, SuperMarioLand2, SuperMarioWorld, > YoshisIsland, YoshisIsland2, Mario64, MarioSunshine? > > There are lots of Mario games out there and none really shares very > much with the former release beside some basic elements (ie. bonus > blocks, coins), stuff like Yoshi, Cape, Water-Pistol, Racoon, > Hammer-Suit, Bunny-Helmet and such are very different from game to > game (ie. not reused at all). So there really isn't very much 'stick > to mario-like behaviour' that we could do, since there simply isn't > one type of Mario behaviour out there. > > And beside that Tux really needs some kind of uniq gameplay detail on > which one could build other stuff (ie. Yoshi in MarioWorld, Suits in > MarioBros3, different characters in MarioBros2, Yoshi in > YoshisIsland). A magic system could be such a little detail on which > to base other stuff, the sliding behaviour could be another such > little detail. true, im just not convinced that a "magic system" is the best way to achieve uniqueness, seems eiter you have some sort of penalty either for using magic to much, or for switching between magic, but the abilitys themselves wouldnt differ that much for say SMB 3 or SMW (didnt know there was a yoshi's island 2, heard of yoshi's story though), im not a fan of the penatlys idea, makes the game more sonic like (not gameplay wise, just that you can loose coins) hope that makes sense Keir Lawson |