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Dwarf Fortress => DF Modding => Topic started by: StephanReiken on June 26, 2010, 01:52:22 am

Title: [34.01] Mushroom Kingdom Legacy
Post by: StephanReiken on June 26, 2010, 01:52:22 am
I've started a mod based upon the Mario franchise.

Current Version: 0.51 Alpha
Download Here: http://dffd.wimbli.com/file.php?id=2585 (http://dffd.wimbli.com/file.php?id=2585)

Civilizations (Playable)
Koopas
Goombas
Humans
Toads
Beanish

Civilizations (Non-Playable)
Shyguys

Current Work

Koopa (Playable Civilization)

The Koopas are a humanoid, land-based turtle race. Although they typically live on the outside, Koopa Civilizations often construct a castle or underground dungeon from which to live in. The Koopas are a tough race with their shell, however they aren't, for the most part, as strong or agile as other races.

Castes
Spoiler (click to show/hide)

Goomba (Playable Civilization)

The Goombas are a strange mushroom shaped, intelligent race. Goombas literally litter the world, showing up in all corners of the world with a large litter size to multiple excessively. Despite not having arms, Goombas are an advanced race familar with most metalworking using their mouths to manipulate objects.

Castes
Spoiler (click to show/hide)

Beanish (Playable Civilization)

The Beanish are a green skinned race, associated with many variations of creatures. They are a strong, careful race that guard their borders well.

Shy Guy (Non Playable Civilization)

The Shy Guys are small squarish, primitive humanoids that form a tribal civilization.

Castes
Spoiler (click to show/hide)


Update Log
Spoiler (click to show/hide)
Title: Re: Mushroom Kingdom Legacy
Post by: Shaostoul on June 26, 2010, 03:01:45 am
I'm posting in epic thread. :D Totally wanna see this finished.
Title: Re: Mushroom Kingdom Legacy
Post by: Knight Otu on June 26, 2010, 04:40:41 am
Heh. I considered the Mario games for a "Dwarves in another World" type mod at a later time. Good thing I didn't. Looking forward to see more.
Title: Re: Mushroom Kingdom Legacy
Post by: Brandon816 on June 26, 2010, 04:41:53 am
I would say make another civilization, something like the army of bowser, and have each of the koopa and goomba castes, along with other minions he uses.
Title: Re: Mushroom Kingdom Legacy
Post by: Teach on June 26, 2010, 06:16:30 am
Awesome mod don't forget to add Boos (my favorite mario character) once materials are fixed!
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on June 26, 2010, 06:18:06 pm
Update!

Added a half dozen unplanned castes including the Koopa King, the Hammer Brothers and their subspecies, and the Lakitus. Still need to include Dark Lakitus, Dark Hammer/Fire/Boomerang Bros and to make sure I didn't miss any other official dark koopas.

I don't plan on making a Bowser specific race civ, for the issues such as goombas and koopas breeding, etc.

But I am up for any suggestions ^^.


I plan on Boos, possibly making a King Boo megabeast or semimegabeast.

I want to include the Smithy Organization as a race, a race of mechanloid creatures which spout off of two central castes, two factory machines. Not sure about this idea though, but it sounds neat.

I might reduce Goomba to a simple civilization, as they don't have arms to manipulate stuff with.
Title: Re: Mushroom Kingdom Legacy
Post by: NRN_R_Sumo1 on June 26, 2010, 11:07:48 pm
Update!

Added a half dozen unplanned castes including the Koopa King, the Hammer Brothers and their subspecies, and the Lakitus. Still need to include Dark Lakitus, Dark Hammer/Fire/Boomerang Bros and to make sure I didn't miss any other official dark koopas.

I don't plan on making a Bowser specific race civ, for the issues such as goombas and koopas breeding, etc.

But I am up for any suggestions ^^.


I plan on Boos, possibly making a King Boo megabeast or semimegabeast.

I want to include the Smithy Organization as a race, a race of mechanloid creatures which spout off of two central castes, two factory machines. Not sure about this idea though, but it sounds neat.

I might reduce Goomba to a simple civilization, as they don't have arms to manipulate stuff with.

goombas use their mouth to grab stuff, if I do recall I saw one use their mouth to hammer up a sign
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on June 28, 2010, 05:02:41 pm
UPDATE!

New civilization, Goombas!

Still exploring and thinking about how I can change the entitys of these civs to make them more unique.
Title: Re: Mushroom Kingdom Legacy
Post by: Biag on June 28, 2010, 08:50:16 pm
Goombas strike me as definite thieves, while Koopas are probably thieves and babysnatchers. Toads are probably really easy to make sad, and BeanBeans are kind of aggressive. Also, since they're from another kingdom, you could give them [UTTERANCES] and it would be canon.

That said, HOLYSHITWIN.
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on June 29, 2010, 12:46:19 am
Goombas strike me as definite thieves, while Koopas are probably thieves and babysnatchers.

But there are peaceful Goombas and Koopas. Perhaps two civ entries for the races, one evil and one good for each.
Title: Re: Mushroom Kingdom Legacy
Post by: Master on June 29, 2010, 11:29:17 am
I want to see mario as a megabeast.

Castle 4-1 destroyed by megabeast Mario.
Title: Re: Mushroom Kingdom Legacy
Post by: Julius Clonkus on June 29, 2010, 01:27:53 pm
I want to see mario as a megabeast.

Castle 4-1 destroyed by megabeast Mario.
It would be weird to have multiple "Marios" running around. I'd suggest a generic "plumber" megabeast with an insanely strong stomp attack.

And it'd be cool if powerups and block types would find their way into DF as well. Powerup blocks which randomly contain Super Mushrooms, 1UP Mushrooms, Fire Flowers and sometimes just generic coins maybe?

Damn, now I feel like building and filling a castle with lethal Bob-ombs, too.
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on June 29, 2010, 05:01:15 pm
I want to see mario as a megabeast.

Castle 4-1 destroyed by megabeast Mario.
It would be weird to have multiple "Marios" running around. I'd suggest a generic "plumber" megabeast with an insanely strong stomp attack.

And it'd be cool if powerups and block types would find their way into DF as well. Powerup blocks which randomly contain Super Mushrooms, 1UP Mushrooms, Fire Flowers and sometimes just generic coins maybe?

Damn, now I feel like building and filling a castle with lethal Bob-ombs, too.

Hmm, I don't know if I want a Plumber Megabeast or even semimegabeast. I planned on making a human caste, possibly called Plumber now :P which had extremely high physical stats.

I'm considering a floating brick and floating ? block creature, but all they would contain is the powerups which would end up being food, or coins.

Bob-ombs ^^. I plan on making those with a fire attack that causes them to suicide :P. Possibly a rare caste which does not kill itself with the attack (as Paper Mario which had a partner Bob-omb which did so.)
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on June 30, 2010, 11:10:10 pm
Still working on stuff, created Toad Species.

New List of Major Races which form civilizations, tell me what you think!

Major Civs
Toads
Humans
Beanish
Koopas
Goombas
Shy Guys

Minor Civs
Hoohooligans
Nimbus People
Pinatas
Mole Folk
Boos? (Unsure, but as a Civ race I think they can't be undead, which would be preferable, but they don't really make civilizations)
Bumpties


Other notably intelligent races, possibly minor civs, some may be more fitting for Semimegabeasts or more. The problem is, just about every race is given some intelligent members.
Yoshis (A tribal form and a non-tribal form? Depends on if I can mix Pet with Intelligent and a Civ)
Crocodile (may be a rare subrace of Yoshi? Croco's race)
Birdos
Nokis
Tanookies
Mousers
Punies
Jabbies
Oho Jees
Winkles
Clubba
Doogan
Craw
Bub-ulbs
Cheep-Cheep
Frogs
Thwomps (Considering this for a SemiMegabeast instead, but they are intelligent)
Ninji
Bob-Omb (But yet their main attack is to blow up. Curious if Pet works with Intelligent and Civ)
Duplighost (Can't really mimic their abilities, if included would likely be a SemiMegabeast instead)
Jinx Species (no name for the species, only one known member)
Clefts
Bullies
Kongs (Crossover I know, but they are prominent in Mario's history)
Rawk Hawk's Species
Shadows (shadow siren species)
? Block Race (wierd race that seems to be made from ? blocks)
Pig race (Midbus's race)
Punchinello's Race
Belome's Race
Dodo's Race (Really, come on.)
Ants? (They wore armor and used Axes..)
Chows
Chesters
Starslaps
Ravens

Alien Civs, They could be here, but they are Aliens of the universe so I'm not sure yet
Shroobs
X-Nauts
Factory-Made (Smithy's Machine Race)
Vandan, or Dark Knight (Culex's race, not human)

I want to include everything, being ridiculously overly complicated is soo right ^^. Its a matter of interpretation, how to pick which intelligent species are Civ-able. Either including a separate [INTELLIGENT] Caste for every species in the world or accepting that most of the truely Mario species are going to be intelligent.

Also, I'm currently excluding Wario-based races. I may or may not include them.

I haven't sorted out Mario Land, Yoshi-based, or possibly a few others. Not complete

All Mundane unintelligent creatures could be included, as the 'Real World' is included in the many Mario Sports games. Then again, you could just ignore this, but the 'Real World' seems to be the only source of Humans as well.

I do want Dry Bones, but it wouldn't make sense for koopas to breed, or for them to breed, as they are undead.

Note to Self: New Caste, Boom Boom for Koopas
Title: Re: Mushroom Kingdom Legacy
Post by: Malecus on June 30, 2010, 11:24:10 pm
Couldn't you just take ratmen from the previous edition, make them subterranean, and rename them mousers?

Also, post up shy guys as soon as you create them.  Love those little guys, and we need more mask-wearing races in the game post haste!
Title: Re: Mushroom Kingdom Legacy
Post by: WormSlayer on July 01, 2010, 01:19:17 am
Now this is a job for ... Dwarfio !
(http://img94.imageshack.us/img94/299/dwarfio.png)

Awesome mod idea! :)
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on July 03, 2010, 04:09:46 am
Update! Now contains the Toad Civilization, and Evil Koopa Troop Civilization.

Still having basic creature issues but the game runs fine as is. What in Armok's name the Koopa's Shell is made out of is beyond me.

Spoiler (click to show/hide)

I need some help on this, I can't see where my raws are wrong and any changes I make in attempt to fix this either have no effect or make more errors.

EDIT: And if you saw that, I can't type :P

MOREEDIT:

Oh, and I figured out what format works to insert raws directly into the game by just copying them into the objects folder, so now all the raws are compatible with such.
Title: Re: Mushroom Kingdom Legacy
Post by: NRN_R_Sumo1 on July 03, 2010, 06:11:51 am
how exactly are you going to manage the bomb ombs explosions?
using an inhaled syndrome from an instant boil corpse?
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on July 03, 2010, 11:29:55 am
I was thinking of a trailing gas effect or what not with an extreme amount of heat, and the bob-omb would also take damage from this attack.
Title: Re: Mushroom Kingdom Legacy
Post by: Shaostoul on July 03, 2010, 02:30:29 pm
You could set the skin of the bomb-omb to specific heat, so it'll be okay, but make it really weak so it can tear. Then you make the liquid inside him have extreme heat and low spec heat and have an ignite point below it's temperature. At least, that's how I think it'd go down.
Title: Re: Mushroom Kingdom Legacy
Post by: Knight Otu on July 04, 2010, 02:50:45 pm
I hope you don't mind, but I've reworked the creature file after my post in the other thread so it doesn't generate errors (along with a tweak to the entity files to account for the new toad identifier). I've put the creature raws here (http://pastebin.com/LJjQZ2K7).
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on July 04, 2010, 04:02:10 pm
I hope you don't mind, but I've reworked the creature file after my post in the other thread so it doesn't generate errors (along with a tweak to the entity files to account for the new toad identifier). I've put the creature raws here (http://pastebin.com/LJjQZ2K7).

Ah, a very efficient way of doing things ^^. I shall try to use your example from here and give you credit. I greatly appreciate the help :D.

I'm also going to name my objects _MKL as to prevent any issues when combining with other mods.
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on July 06, 2010, 12:37:33 am
Shy Guys are Up!

Next up are Beanish, then I'll get to work on a handful or two of unintelligent creatures, then start to refine the items with the major races to give them unique weapons and armor.
Title: Re: Mushroom Kingdom Legacy
Post by: Shima on July 06, 2010, 03:21:52 am
With bob-ombs, it might be more canon to give them some general attacks (Headbutting, perhaps punching if you want the armed style of Bob-omb), and then have them drop a super-heated mineral on death to cause a large explosion.  I've make bob-ombs in 40d that worked just like that, for use as guards and general-purpose kamikaze.  Kills everything dead, and leaves nothing but metal bits where the enemy was.  The only problem is that explosions spread so slowly in DF, that it only really guarantees a kill on those in the same or immediately adjacent squares.
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on July 11, 2010, 08:36:20 pm
Update!

All of the Crab Species I could find were created, as well as Fighter Flies, Buzzy Beetles and many castes under them, Freezies, Podoboos, and Spinys.

Also removed Arsenal jobs from all civs, seeing that they are worthless now.

Next up, more nonintelligent species to spice up the wildlife.

EDIT: Beanish Civ didn't make it into Raws, quick update!

More minor change, made the civs controllable/adventurers as they should be. Also Koopas are much faster with a base speed of 1000, slower than your average race.
Title: Re: Mushroom Kingdom Legacy
Post by: Ma88hew on July 18, 2010, 04:28:24 pm
This is an epic mod, I decided to remove all non-Mushroom Kingdom races and creatures so I could pretend to be playing a sick twisted version of Mario where you have medieval weapons and blood/vomit. It was fun playing as a koopa and slaughtering the local goombas.

With bob-ombs, it might be more canon to give them some general attacks (Headbutting, perhaps punching if you want the armed style of Bob-omb), and then have them drop a super-heated mineral on death to cause a large explosion.  I've make bob-ombs in 40d that worked just like that, for use as guards and general-purpose kamikaze.  Kills everything dead, and leaves nothing but metal bits where the enemy was.  The only problem is that explosions spread so slowly in DF, that it only really guarantees a kill on those in the same or immediately adjacent squares.

I think Boos would be better as a common flying wild animal that travels in groups. They could steal stuff from a fortress too, sometimes, which would fit their mischievous nature.

You don't want a Bob-omb to have an explosion too big, or you could just snipe one and a whole group of them would blow up. Only killing immediately adjacent tiles would be good enough to kill any melee attackers, and if they are just a bit faster than most races, they would be a good match for most ranged attackers as well.
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on July 18, 2010, 11:15:54 pm
I'll have to experiment with it to see what I like ^^.

Sorry, no update right now. Trying to work in the system from Legendary Lands and I've hit a couple obstacles. Might just scrap that and go with whats been working.
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on January 16, 2012, 11:11:28 pm
No update at the moment but I'm here to report that I am working on this again in anticipation of the new DF version. If you have any interest or suggestions to make, let me know!
Title: Re: Mushroom Kingdom Legacy
Post by: Putnam on January 16, 2012, 11:27:44 pm
Well, there's the obvious fire flower and mushroom interactions :P
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on January 17, 2012, 02:30:13 pm
Aye, with the new ability for Syndromes that mutate entities I could very well  have the Fire Flower add the projectile fire attack I've given to the Fire Brothers and hopefully Super Mushrooms can have the obvious effect ^^.
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on January 20, 2012, 04:57:52 am
Interim version, now updated to 31.25 with some minor changes here and there.
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on January 22, 2012, 04:26:06 am
Another update!

V0.51
Various minor changes to raws, eggs added to all crab creatures. Added Blooper to water biomes, and Electro Blooper and Super Blooper to the underground. Big Blooper Megabeast added. Bloopers all have a material breath attack with a syndrome that is supposed to disable the eyes and cause pain. Plants added to the world, almost a dozen different mushroom types as well as fire flowers, racoon leaves, and keel mangos.



All mushrooms can be crafted into alchohals called shroom shakes. Blooper Megabeast is interesting but he might be to strong. More testing is needed but it has real problems fighting Dragons but easily dispatched a max skilled dwarf with all adamantine equipment.

Speculating on the uses of various things but I'm considering making reactions to turn all of the mushrooms into soap as a stand-in for the health-giving properties they are supposed to have.

I actually didn't put in Poison Mushroom but I do have super mario rpg's bad mushroom which is close to the same thing. Added syndromes but its also edible and you can turn it into booze. I'm not sure if dwarves would get the syndrome from ingesting it. Its not fatal, has the same effect as the Cave Floater symdrome right now.
Title: Re: Mushroom Kingdom Legacy
Post by: Knight Otu on January 22, 2012, 08:01:09 am
They won't be poisoned by ingestion yet, but the next version will have ingested syndromes. Also, squids and their ink will be in the next version, which may be useful for the bloopers.
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on February 15, 2012, 07:39:07 pm
Working on my update to this, next release will just update current content to 34.01 but now I've got these ideas..

Magikoopa spells.
Multiple Magikoopa castes like in Paper Mario?
Morph creatures into a Koopa or Goomba for a short time.
Healing
Plain Damage
Fireball
Enlarge Ally

Mario Powerups
Super Mushroom - Enlarge Player
Fire Flower - adds Fireball attack
Starman - Tough one. Might max all combat skills for the duration but would they go back down after? If I can multi-stage the syndrome (this effect at this time to this time then this effect) I could force the stats down to average levels afterwards but it 'would' be a downgrade for someone who had better skills. This will take SCIENCE! to perfect.
Racoon Leaf - Adds tail and Flier based on the presence of said tail.


Throw some other ideas in here! The next major update will also contain a sizable number of creatures to populate the world and a hard look and re-balancing of the Entities.
Title: Re: Mushroom Kingdom Legacy
Post by: Pokon on February 15, 2012, 08:41:37 pm
A "paper plant" that changes the body structure, preferably in a defensive angle?

Turtle shells gives nice things to Yoshis?

Speaking of that, Yoshis that evaporate upon death would be interesting, along with statinary giant sunflower plants (both from Sunshine).

Lava needs repopulation with evil, evil things. I suggest taking a look at Yoshis Story for suggestions for wildlife. (Seeing a pattern?)

Duplighost reworking for colder biomes, along with Sirens in the darker, more evil places. As such, building a gigantic,movable door to keep the most powerful caste of the sirens kept in check is actualy sound logic. :P

Dragons! No, realy, they are around to the point that a few flavors are feasable. A Robotic, lung type one for the desert could be a rare threat, while the varing 'Tales could be made into above-dwelling, underground-living, and hell-unliving varients. Also, because there are now grasshoppers, you could make it so that the above-grounders all are sickened by them.

Also, if you think about it, if bowser or his kin were necromancers, it would explain how Dry Bones keep coming back up. ;D As such, while you might add "Displaced Dry Bones" or sumsuch as a threat in the caverns, a actual base creature would be unnessisary.
Title: Re: Mushroom Kingdom Legacy
Post by: Pikdome on February 15, 2012, 08:53:46 pm
I think shyguys should be elevated to a playable race, with their ultra variant caste system, they seem like they'd actually be a lot of fun, and I don't feel that them being written off as primitive is fitting, take a look at general guy and what not, I think they should be on-par with vanilla df's dwarves in terms of technology.

Maybe expand the shyguy caste thing into certain natural affinities, like spearguys being well, naturally adept spear-guys, but being hindered in learning, mediguys could be naturally geared towards doctoring skills while possessing little in the way of strength, spyguys having natural ambushing skills, etc.

You've probably already poured over many things like this but, feel like taking a peek once again?
http://shrines.rpgclassics.com/n64/papermario/enemiesp.shtml
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on February 15, 2012, 08:53:55 pm
Aye, evil things might be more fun for you guys to play around with ;).

I don't plan on doing anything that actually turns things into paper, too much work for what is going to end up being a crippling effect.

I considered that and thats why I'm not implemented Dry Bones as its own race or caste. They are plain undead.. However perhaps a Magikoopa spell to turn another Koopa into a Dry Bones would be good?

That is a consideration on Yoshis and Koopa Shells. I think it would be possible to cause that effect by having what the shell is made out of have an ingested syndrome. But.. when would a Yoshi ever eat one? I'd have to make it edible and drop from the Koopa's corpse (without removing the rest of the corpse. I'd rather have full bodies than replace the corpse with shells). I'm not sure that last part is possible.

Lava things, I already have Poodooboo as a Lava based Vermin (Those little jumping fireballs). I'll probably get Blargs in there too, but there are not a terribly large number of lava creatures.

I'm not sure I understand the reference of a giant moving door as a caste of the Sirens. :P.
Title: Re: Mushroom Kingdom Legacy
Post by: StephanReiken on February 15, 2012, 08:57:31 pm
I think shyguys should be elevated to a playable race, with their ultra variant caste system, they seem like they'd actually be a lot of fun, and I don't feel that them being written off as primitive is fitting, take a look at general guy and what not, I think they should be on-par with vanilla df's dwarves in terms of technology.

Maybe expand the shyguy caste thing into certain natural affinities, like spearguys being well, naturally adept spear-guys, but being hindered in learning, mediguys could be naturally geared towards doctoring skills while possessing little in the way of strength, spyguys having natural ambushing skills, etc.

You've probably already poured over many things like this but, feel like taking a peek once again?
http://shrines.rpgclassics.com/n64/papermario/enemiesp.shtml

I have Shy Guys but only as a Tribal society. I don't implement all of the castes because I find them to be a little redundant (spear guys for instance) but besides those few, Shyguys have a lot of castes.

The Shy Guys that are technological always seem to 'also' be a part of the Koopa Troop. Until I can implement a multi-racial Civ I'll probably keep Shy Guys as a Tribal society (ala Yoshi's Island). But you are more than welcome to paste the Dwarf abilities into their civilization, there isn't anything stopping it.

-On that thought, I'll probably put Shy Guys up for Adventurer race-

Side Note, everything seems to be working so I'm just re-labeling the current release as compatible with 34.01, no changes at present.
Title: Re: [34.01] Mushroom Kingdom Legacy
Post by: Pikdome on February 15, 2012, 09:20:57 pm
Just because I love paper mario 64 so much, you should add in lil'oinks as a domesticated animal with many variants, maybe being able to be 'processed' into what their variant is associated with.

Also, do you currently have crayzee dayzee's added?
Title: Re: [34.01] Mushroom Kingdom Legacy
Post by: Pikdome on February 16, 2012, 03:34:17 pm
After a bit o' brainstorming, I think you need to add some of the following:

Starpieces as a gem

maybe a stonelayer that's composed mostly of brick block stone, with '?' blocks interspersed that drop random items when mined?

Cleft's including bald and spiked variants.

Clubba's added as tribals
 
Maybe whacka's, which you can butcher for bumps..
...
You could totally add more enemies from yoshi's island;

Like melon bugs as vermin
http://www.mariowiki.com/Melon_Bug

Flightless goonies as livestock maybe?
http://www.mariowiki.com/Flightless_Goonie

Solotoady child snatchers?
http://www.mariowiki.com/Solo_Toady

Let me know what you think.
Title: Re: Mushroom Kingdom Legacy
Post by: Pokon on February 16, 2012, 04:31:48 pm

I'm not sure I understand the reference of a giant moving door as a caste of the Sirens. :P.

Bwah? Nah, I was talking about keeping the inevitable megabeast-level caste of the Sirens behind such a door.
Title: Re: [34.01] Mushroom Kingdom Legacy
Post by: agertor on February 27, 2012, 12:04:08 am
Figured I'd ask since I'm making my own version really, but would you mind if I either worked with you *giving you things you don't have* or just taking it as it is and making my own entirely. Figured I'd ask otherwise I'm gonna go ahead and start from scratch. I want to make a mario mod about a couple thousand years in the future of the universe. Though I'm the only coder I at least have one playtester and a mario expert of everything mario. Not me mind you. I just like mario, this guy just knows too much.
Title: Re: [34.01] Mushroom Kingdom Legacy
Post by: IndigoFenix on May 29, 2012, 01:33:33 pm
Well!

I was just about to put up the start of a 'Rise of the Mushroom Kingdom' mod, but it seems that you've got quite a bit here already!  Want to team up?  I've got a bunch of creatures waiting to be uploaded.

BTW, I have a good design for a playable Shy Guy race.  Basically I see them as a 'childish' race whose moral code and playstyle is based mainly on having as much fun (or Fun) as possible, and they have a lot of mechanical skills.  While their fighting ability is poor, their workshops and skills are optimized to make them the perfect race to play as if you love megaprojects, traps, and mechanisms.  They can turn a door into a 'subspace portal' (based both on their original SMB2 appearance and their 'toy box' in Paper Mario), from which they can quickly produce vegetables or multicolored blocks of a lightweight, magma-safe material - in other words, the perfect building material (although near-useless for weapons and armor).