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> The Official Storyline Ideas Thread, Submit your ideas for the CFP
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DJ Yoshiman
  Posted: May 10 2008, 10:11 PM
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My post is to the right.
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You didn't mention that I said it wouldn't matter, since this entire forum, and the sub-forums, are still publicly available, even to guests, but people have recognized efforts enough to not steal sprites from a community project.


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Elyk
Posted: May 10 2008, 10:19 PM
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It is very tempting though since they are really nice.
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Dex
Posted: May 10 2008, 10:51 PM
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woah what?!
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I still think we need a better advertising scheme.


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Elyk
Posted: May 10 2008, 11:10 PM
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QUOTE (Dex @ May 10 2008, 11:51 PM)
I still think we need a better advertising scheme.

mainsite demo?
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Dex
Posted: May 10 2008, 11:14 PM
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woah what?!
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Problem is we want a demo with Mario Bros and Wario Bros, and the Clickteamers are nowhere to be found.



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Evang
  Posted: May 11 2008, 12:05 AM
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I hope no Reflect lasers hit the reactor!


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Alright, here's my thoughts for the Wario Bros. Like I said, these don't necessarily have to be used, just some thoughts! But the sooner we settle on Worlds, the sooner we can get graphics done outside of the generic enemies and things like that.

World 1: Forever Forest
Wario and Waluigi escaped into the nearby woods of the Mushroom Kingdom. I think it's a good stage to start with for them. It's different from the normal "haunted forests" in its more purple-hued design, it's a familiar locale but something different than GRASSLAND PLAINS, which isn't a very "Wario" kind of level. But that's just my opinion.

The treasure turns up in Boo Mansion, belonging to Bow, who will give it up if you can beat every Boo in the mansion, and the ghosts all join into an Atomic Boo.

Generic haunted woods stuff, Boos, you know, the works. "Haunted" is one of the easiest themes to work with when it comes to Mario. Throw in some Duplighosts for fun, maybe.

World 2: Goomy Island
This is a theme park level. Levels could include a bumper car battle with Toads along a racetrack--think a 2D version of the opening act of Twinkle Park in Sonic Adventure. Also could have a roller coaster stage where Wario and Waluigi get chased by a speeding roller coaster, or a freefall tower. Since Wario games always involve puzzles, it seems, it'd be good to perhaps have them solve puzzles in sideshow games. Carnival Night Zone in Sonic 3 could be a good source of inspiration for tricks and traps here.

The boss, I imagine, is perhaps a creature not unlike Grubba or Tubba Blubba. The hot shot, seedy carnival boss himself has the treasure. He'd mutate into a horrifying monster thing not quite unlike a typical Wario Land boss after a very pathetic fight with his normal form, and you fight him atop a ferris wheel. I imagine he'd grow wings and fly around to fight you as you jump from the roofs of each ferris wheel cart. We'll call him...Stubba for now.

Enemies could obviously include Clubbas, Goombas, Hotheads, maybe...and of course, would be great for original enemies.

World 3: Goldrush Mines
The shared world with the Mario Bros. While Mario and Luigi start out with a more industrial setting in the gold mine, staying outside, Wario and Waluigi charge right in. They have a minecart level, and perhaps puzzles that involve actually mining. Then they escape the mine shaft, and fight the Mario Bros. The Wario Bros. are at the top of the mountainous mines, now, and continue out there in the more mountainous setting. Condors and othersuch mountain enemies (Monty Mole?) engage them out here.

The treasure belongs to the foreman of the mine's son, who has a diamond-encrusted skateboard. I imagine he'd be a punkish, burly, purple-shelled Koopa with a backwards baseball cap. After fighting him for it, he refuses to give it up still, and then, due to something Mario & Luigi caused internally, the Bros. race against the kid (How about we call him...Koopunk?) down the mountain as boulders crash down after them, with Wario riding Waluigi's back. The Bros. eventually do something to slip him up, and the Koopa falls into the avalanche, crashing, and leaving Wario to snatch up his skateboard as they reach the desert at the foot of the mountain.

World 4: Dry Castle
The Bros. see a castle in the distance, which houses their next treasure. The castle is an old fashioned, knights of the round table castle. Levels include the desolate courtyard, swimming through the moat, interior, and the roof of the castle.

The castle is inhabited with ghosts and Dry Bones decked out as knights who take three hits--two for the armor and one for the creature itself. After trekking through the castle, they reach the Dry Bones King, who you fight as a miniboss. After beating him, he explains that the Dry Bones in the castle are ancient warriors who keep up an ancient, unending fight with a skeletal dragon named Dragleton, and agrees to give the two brothers the castle's treasure if they slays the dragon for them and ends their unceasing battle. Dragleton attacks with his dragon minions (think the Frackles and Wrackles off (Fracktail and Wracktail's back in Super Paper Mario) and you fight him on the roof of the castle.

This is another great setting for original enemies.

World 5: Koopa Kingdom
The next shared world. The Bros. decide to just charge into Bowser's Castle after going through one or two "wasteland" levels, and end up alerting his guards. The levels would probably have pretty much the same enemies the Mario Bros. had.

They meet in Bowser's throne room and fight before him. When Bowser runs off with his treasure, and Mario and Luigi chase him, they notice their half of the amulet is still directing them another way, and go through the now unoccupied castle.

They find themselves going towards Kamek's room, and find a legendary wand belonging to an ancient Magikoopa or something. Kamek is angered, and pursues them through a room not unlike the final room before Baby Bowser in Yoshi's Island. Then, rather than fighting directly, Kamek summons a Koopatrol and makes him giant. We'll call him Killer Koopatrol for now. After beating him, Wario and Waluigi escape, stealing one of Bowser's Koopa Clown Cars, heading to World 6.

World 6: Syrup's Cove
The next treasure is in the hands of Wario's old antagonist, Captain Syrup. I know we don't want to bring back enemies just for the sake of it, but it'd be fitting, given the treasure theme and all. So we have a beachy island with a giant skull-shaped cavern in the middle. On the outside, rival Shy Guy pirates are bombing the beach to attack Syrup's Black Sugar Pirates and make off with their treasure. Wario and Waluigi go deal with them first, then trek into the cavern. Think Keelhaul Key's cave.

Then we fight Wario Land enemies, such as the Pirate Gooms and othersuch characters before reaching Syrup herself. They beat her, take the treasure and make for Diamond City with her very pirate ship. The next treasure should be pretty easy--it's right in Wario's office! He just got it last week!

Kamek's sent Toadies and Koopas after you, as well. Perhaps, like the segments in Kirby's Adventure where Meta Knight tests Kirby in certain levels with his knights, Kamek could come and summon enemies for the Wario Bros. to beat in segments from World 6 onwards.

World 7: Diamond City
The Wario Bros. get going to the WarioWare Inc. headquarters in the heart of the city. They pass many familiar sights along the way, as well. More Fronks, more of Kamek. While Mario and Luigi are in the streets, Wario and Waluigi are jumping rooftops.

Midway through the two are challenged by the classic Wario Land enemy Ball Bunny, when the two cut through Diamond Park and meet him in the basketball court. He is the miniboss for this stage.

Then they get to WarioWare Inc. Same deal goes for the Mario Bros.--they climb the elevator, doing separate, different microgames before reaching the Mario Bros. in the office at the top floor. In the Wario Bros. version, when they win they get the treasure, while in Mario Bros. version they take the treasure. Now it's a matter of racing to the Ancient Temple.

World 8: Ancient Temple
The Wario Bros. get to the temple, same deal goes. They decide to search for another way into the temple, deciding to jump in through the roof, scaling the side and busting a hole through the ancient architecture. They have a different path, of course--perhaps we could do a Sonic & Knuckles crossing pathways through the level type thing. Well, here and in other stages too, of course. Same enemies as Mario and Luigi had could go here, of course.

Anyway, they're stopped up by Kamek, who gives the two brothers the old "If you need something to get done, do it yourself" speech, and accosts them right outside the inner sanctum of the temple. The two beat Kamek and go inside, and fight the Mario Bros. for the other half of the treasure.

If you've not done both stories, you'll see no treasure inside after beating the Bros. But if you have...

World X
Same deal as with Mario and Luigi, of course. Final boss is the Ancient Spirit.

By the way, maybe Bowser and Kamek also enter World X, and fight both teams together once they're aware of each other being there.

So once again, tl;dr version:

World 1: Forever Forest (Boss: Atomic Boo)
World 2: Goomy Island (Boss: Stubba)
World 3: Goldrush Mines (Boss: Koopunk)
World 4: Dry Castle (Boss: Dragleton)
World 5: Koopa Kingdom (Boss: Killer Koopatrol)
World 6: Syrup's Cove (Boss: Captain Syrup)
World 7: Diamond City (Boss: Mario & Luigi)
World 8: Ancient Temple (Boss: Kamek/Mario & Luigi)
World X: World X (Boss: Ancient Spirit)

Sorry if I'm blabbing too much. But like I said, the more we come up with ideas and finalize them, the more we can get this actually rolling. ...I hope I'm not overstepping my boundaries here or anything though, given that I'm rather new to the board still and all.

By the way, if the boss lineup isn't really perfect or "imaginative" enough for either game, there's still the minibosses, who could even just be kicked up to actual fullfledged bosses, just...not the main, last boss of the stage and all. I didn't really touch upon the non-main bosses of the stage, to leave something open in the middle. It'd be unfair if I singlehandedly wrote the plot. Like I said, I just want to get the ball rolling.

Hey, idea. How about, if you beat both games all the way and complete World X, you unlock a boss rush in each game? I just realized that the whole "both teams of brothers go into World X" thing isn't going to work well considering the two games will be on completely different engines, so we could just have the victorious brother team (i.e. whoever you chose) go in and fight the Ancient Spirit and Bowser and Kamek.

...for the boss rushes, maybe you could have a code so that you can enter it into one game when you've finished the boss rush of the other, and then beating the bosses in both games gives you some type of reward?

And one last thing. Something simple to differentiate Kamek from other Magikoopas could be to just make his hat white-rimmed. Or give him the apron he wore in Mario & Luigi 2 or something.

This post has been edited by Evang on May 11 2008, 12:14 AM
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Dex
Posted: May 11 2008, 03:19 PM
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woah what?!
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Nice ideas. Now we just need to start deciding what's what.


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Flamedragon
Posted: May 11 2008, 09:08 PM
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Xion is greater than Aqua
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Then we should make a thread where everyone puts there 8 worlds then we decide our top 8 and thats it i guess.


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Peardian
Posted: May 11 2008, 10:57 PM
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Don't die, Yugi.
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I don't know... I don't really like the idea of each person coming up with their own set of eight entire worlds & bosses. I'd rather see individual world ideas with a suggestion of what number it should be. Prepackaging worlds to include bosses and storylines doesn't give the community much say.



By the way, we already have a Worlds & Levels thread.


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phazonluigi
Posted: May 11 2008, 11:31 PM
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^^The Metroid M&L Project has Re-Initiated Launch.^^


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I Have a good Idea to keep this alive,you make the engine and then you go back and make the story hmmm?


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Flamedragon
Posted: May 12 2008, 12:27 AM
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Xion is greater than Aqua
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QUOTE (Peardian @ May 11 2008, 10:57 PM)
I don't know... I don't really like the idea of each person coming up with their own set of eight entire worlds & bosses. I'd rather see individual world ideas with a suggestion of what number it should be. Prepackaging worlds to include bosses and storylines doesn't give the community much say.



By the way, we already have a Worlds & Levels thread.

But right now we really need the 8 worlds and this is the fastest way to do it.
Or we can just add to the worlds we already have like what you just aid I think. Meaning that we add in the fillers and then we take on the vote for the best filler?
For and example:
World 1: Mushroom Kingdom (this level is in for sure)
World 2: Forest Level (Idk if this is the permanent level that’s in for sure)
World3: City Level
World 4: Bowser Castle
World 5:????
World 6:????
World 7:?????
World 8: Temple
World X:
World 1x: Air Temple
World 2x: Fire Temple
World 3x: Water Temple
World 4x: Earth Temple
World 5x: ????????

????? Are the fillers so we have to fill them up.


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