Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 62

Author Topic: Rise of the Mushroom Kingdom: No new update...yet  (Read 270018 times)

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Rise of the Mushroom Kingdom: No new update...yet
« on: June 01, 2012, 09:10:41 am »

Rise of the Mushroom Kingdom


Other associated downloads:


This mod is set in the world of the Mario games, but in which these games, and Mario himself, are simply legends.

This is a significant mod that adds enough new content to the game that it can be played fine without any Vanilla creatures, entities, or plants, however it does not change any of the game's base files.  If you want to play a Mushroom World-only game, delete the raw/objects folder and then place the downloaded raw files in their place.  If you want to play crossover Dwarf World and Mushroom World, simply place the new files in alongside the old.  All of the new objects are uniquely named, so it should play well with any other mods you choose to throw into the mix as well, provided that they don't change the base files either.

There are three playable races in this mod.  To see which one you are playing as, on the embark screen, press tab until you find a list of neighboring races.  The one at the top is your civ's race.  To switch civs, press tab until you find a list of civ names and then pick the one you want.  Check the highlighted sites on the world map to quickly determine which type of civ you've selected: Toads live in cities (#), Koopas in dark fortresses (Π), and Shyguys in forest retreats (î).

The Story:
Spoiler (click to show/hide)

Current features include:

Playable race: Toads:
Spoiler (click to show/hide)

Playable race: Koopas:
Spoiler (click to show/hide)

Playable race: Shy Guys:
Spoiler (click to show/hide)

Minor races:
Spoiler (click to show/hide)

Continued in next post...

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #1 on: June 01, 2012, 09:12:08 am »

Power-Ups
Spoiler (click to show/hide)

Cooking reactions (for Toads only):
Spoiler (click to show/hide)

Plenty of new secrets:
Spoiler (click to show/hide)

A couple of new materials:
Spoiler (click to show/hide)

And lots of new creatures:
Spoiler (click to show/hide)

Complicated things that advanced modders may find interesting/useful:
Spoiler (click to show/hide)

Update Log
Spoiler (click to show/hide)

Credits
Spoiler (click to show/hide)

Bugs and possible issues:
Spoiler (click to show/hide)

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #2 on: June 01, 2012, 06:46:56 pm »

How to include Bowser-style Demon Koopas.  The creature is already in the raws, though it will not appear in the actual game.
Ideally, there should be a way of making one into one of the civilization-conquering demons, as this seems to be what Bowser was intended to be (his japanese name actually means 'Devil King Koopa').
Make it a Night Creature with the [POWER] token. Back before vampires were properly put in I had a vampiress creature caste with POWER that took over Civs. There's also supposed to be a hidden tag that allows a position to be filled by demons, might be [WORSHIP_HF].

On another note the download seems to be missing the Subspace materials and HEAD_HORN_BIG_MW.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Pikdome

  • Bay Watcher
    • View Profile
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #3 on: June 01, 2012, 10:01:33 pm »

Don't forget to fill up the world with the large amount of assorted flora and fauna that have spanned the games.

Caste variants of the races would be swell, like parakoopas and and paragoombas, spiked goombas etc.

Add in chain chomps as a beast that can be domesticated, there could also be an underground variant like the stone chomps in dry dry ruins in paper mario 64.

Also, what sorts of weaponry are you thinking of adding for each race, aside from toads?
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #4 on: June 02, 2012, 01:28:57 pm »

How to include Bowser-style Demon Koopas.  The creature is already in the raws, though it will not appear in the actual game.
Ideally, there should be a way of making one into one of the civilization-conquering demons, as this seems to be what Bowser was intended to be (his japanese name actually means 'Devil King Koopa').
Make it a Night Creature with the [POWER] token. Back before vampires were properly put in I had a vampiress creature caste with POWER that took over Civs. There's also supposed to be a hidden tag that allows a position to be filled by demons, might be [WORSHIP_HF].

On another note the download seems to be missing the Subspace materials and HEAD_HORN_BIG_MW.

...Really?  I've tried using the [POWER] token with megabeasts, but I've never tried it with night creatures.  Gonna try this out now!
Sorry about the upload error, it's fixed now.

Don't forget to fill up the world with the large amount of assorted flora and fauna that have spanned the games.

Caste variants of the races would be swell, like parakoopas and and paragoombas, spiked goombas etc.

Add in chain chomps as a beast that can be domesticated, there could also be an underground variant like the stone chomps in dry dry ruins in paper mario 64.

Also, what sorts of weaponry are you thinking of adding for each race, aside from toads?

There's already quite a bit of flora and fauna, and there's a lot more to come.  I'm starting mainly with the power-up plants and unusual or well-known creatures, but one of the reasons why I picked the Mario series in particular is its vast, vast number of creatures to choose from.  By the end of this, the mod should have enough diversity to function as a total conversion mod in its own right.

I prefer to avoid over-using caste tokens (this is one of the major differences between this mod and the other Mushroom Kingdom mod on this site, Legacy).  Instead, whenever possible, I'm going to make creatures - particularly civilized creatures - have variants based on their equipment.  For instance, a Spear Guy is just the name of a shyguy 'spearman', a Medi Guy is a shyguy doctor, a Snifit is a shyguy with a peashooter equipped, and 'Anti Guy' is the name of the shyguy 'Master Wrestler' job.  There are already Parakoopas as a caste of Koopa, and I'm debating whether or not to put in Paragoombas and Beezos as well (they aren't nearly as widespread in the games).

Chain Chomps, or rather just plain Chomps, were actually the first creatures I made for this mod (I wanted them in Dwarf Fortress before I even got the idea of making a full-on Mushroom Kingdom mod).  They are domesticated by Koopas (and should probably show up in Goblin sieges, so watch out!), and are among the most dangerous creatures in the game in a melee, being virtually indestructible with their thick iron shells.  However they have poor eyesight, so the best use for them is... chaining them up as guards in corridors.  There is also a Giant Chomp megabeast.  Don't even go near it unless you have either an adamantine spear or a pool of magma.

Weaponry is pretty minimal at the moment (there aren't really that many conventional weapons in the Mario series).  Shyguys have spears, tridents, slingshots and peashooters (basically blowguns with bullets, which is the closest I can get to a Snifit's snout without making them a separate caste).  Koopas use mostly conventional weaponry, although they do get a Chomp Shell weapon (basically, a flail that can bite you).  They're also going to get throwing hammers, of course, once I work out the best way to implement them.  And everyone gets at least some kind of hammer, naturally.  I'm open to suggestions!

EDIT: For future reference, in order for a creature to take over a civilization: the creature needs to be [FANCIFUL] as well as having the [POWER] tag, it must be either a megabeast or night creature, the civ needs VARIABLE_POSITIONS referring to the position the creature is to take over, and it seems that in order to be ruled by a megabeast, night creature, or demon without any trickery taking place, a civ needs to have no RELIGION tag as well as being more-or-less okay with KILL_ENTITY_MEMBER - which seems reasonable except that this appears to be the only ethic requirement.

At any rate, Koopas will now regularly appoint demons or megabeasts as their kings, and thanks to a matchup in their SPHERES, that megabeast will very often be a Demon Koopa.  (Demon Koopas will sometimes take over Goblin and Human civs as well).  Which means, (I think), that when the monarch shows up to your super-sized fortress, you'll often get a demon or megabeast for your population.  Perfect!  This will be included in the next release.

Pikdome

  • Bay Watcher
    • View Profile
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #5 on: June 02, 2012, 08:49:21 pm »

Good, good making lots of progress.
Maybe I'll just help you brainstorm a bit.

Well, I suppose for weapons, hammers, which are more like mallets, need to be a weapon common to each group, as they've been wielded by spy guys, hammer bros, etc.
Also, I don't think having differing castes amongst the groups is a bad thing, though I suppose it would sort of be redundant at times, although the nature of the shyguys would have it fit well having the varied castes as they are pretty specialized in themselves, so it would make to sense to have that reflected in the way their society is.

Add a tougher underground variant of goombas: gloombas.

Maybe latern ghosts from yoshi's island in the underground as benign wanderers.

Uhhh how about tribal, well, less civilized variants of the races, like jungle spearguys, bandit(guys) or toadies or somethin'?

Oh, and don't neglect bloopers, sidesteppers and cheep-cheeps, and the other watery denizens.
(http://www.mariowiki.com/Sidestepper)

Maybe a super blooper as a megabeast...
« Last Edit: June 02, 2012, 11:10:49 pm by Pikdome »
Logged

coolguy1351

  • Bay Watcher
    • View Profile
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #6 on: June 02, 2012, 09:13:40 pm »

This sounds like a very original and well thought-out mod. Keep at it!
Logged

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #7 on: June 02, 2012, 09:16:55 pm »

Does touching or eating Fuzzy make one dizzy?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #8 on: June 02, 2012, 09:19:27 pm »

Maybe latern ghosts from yoshi's island in the underground as benign wanderers.

Obviously, they would have [LIGHT_GEN]

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #9 on: June 02, 2012, 09:26:12 pm »

Maybe latern ghosts from yoshi's island in the underground as benign wanderers.

Obviously, they would have [LIGHT_GEN]
why was I just remined of Poes from zelda? (ghosts)
Logged

Pikdome

  • Bay Watcher
    • View Profile
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #10 on: June 02, 2012, 09:31:00 pm »

Well, they are 'ghosts' whom carry lanterns, just like poes, except they have feet, err shoes and look like they are wearing a bed sheet.



EDIT: Oh, you should add bumpties for freezing or glacier environments
http://www.mariowiki.com/Bumpty
(interestingly enough, they have been shown to be intelligent in some games, having their own city and whatnot, but as to if you'd want them to be anything other than a penguin replacement is up to you.)

While I'm still talking about freezing environments;
http://www.mariowiki.com/Flurry
Weak wandering flurries who are made of snow

http://www.mariowiki.com/Mr._Blizzard
Tougher and stronger that flurries, maybe they could have some kind of breath attack to simulate them throwing snowballs, also could use snow as its body material.

Ninji thieves?
http://www.mariowiki.com/Ninji

And these guys, is it possible to make them drop a random item on death?
http://www.mariowiki.com/Baron_von_Zeppelin


Oh, and add wigglers that get enraged.
You could add snifits as a caste of shyguys with a material breath attack as their natural shooting ability.
http://www.mariowiki.com/Trouter
« Last Edit: June 03, 2012, 08:05:24 am by Pikdome »
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #11 on: June 03, 2012, 10:06:40 am »

Bloopers, cheep-cheeps, and raging wigglers are already in.
Fuzzies: There are actually two different creatures called 'fuzzies' in the Mario series, and they're both already in.  The Yoshi's Island ones are called 'floating fuzzies' and yes, they do make you dizzy if you touch them.  The other kind you will soon learn to fear.
Lantern ghosts, flurries, sidesteppers, trouters, and ninjis: Definitely going in.
Mr. Blizzard...what kind of species has 'Mr.' as part of its name?  Heh heh... either way, yeah I'll put them in somehow.
Bumpties: Planning on making them an arctic-only minor civ.
Gloombas...I wasn't going to put them in, but thinking about it now, I guess they could be like Troglodytes are to humans, or a hidden underground minor civ.
I'm not really sure what to do about Bandits.  I mean, they seem a bit different than shyguys, but they have masks and robes, and they both steal stuff, and they have kind of independent importance in some places... They'll go in somewhere.
Baron von Zeppelin... Wow, I never even thought of them.  It is possible to make them drop random items by making multiple castes, maybe they'll go in.
The Shy Guy caste thing is a major stylistic choice, I know, but aside from Beezos and (maybe) Snifits, they all have the same basic physiology, so I think keeping the different types as being separate jobs for the same creature is a better idea.

I'm trying to give each race's gameplay a distinct 'feel' to it appropriate to that species, which is why this mod's basic premise (the 'literary agent hypothesis') offers a bit of room for 'artistic licence' when the situation calls for it.  That doesn't mean that I'm going to start inserting completely foreign ideas like a bad fanfic writer, but for minor stylistic choices like saying that the Snifits are shyguys with peashooters, that Koopa shells are actually constructed armor (really, the games have never been 100% clear on this - if Koopas can remove their shells and put them back on, how do Parakoopa wings WORK?), and splitting two-legged, shoe-wearing Koopas with removable shells and four-legged, unshod ones whose shells are not removable (now being dubbed 'Shellcreepers' after the turtles from the original 'Mario Bros' game) into two separate species, I'm aiming more to make this a fun-to-play mod than going straight for perfect Mushroom World accuracy.  Which makes sense, really, since this is the spirit that the Mario games themselves are built in.

At any rate, the focus of the Shyguy game is supposed to be 'letting your creativity run wild and minimizing the need for planning ahead and micro-management'.  Since having to pay attention to which individual caste you're choosing for each particular task would run counter to that feel, I'm trying to avoid it as much as possible.

Pikdome

  • Bay Watcher
    • View Profile
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #12 on: June 03, 2012, 03:29:14 pm »

Oh, say, if your gonna add baron von zeppelins, you should add boo balloons as an aggressive but pretty much just as harmless counterpart. They could inhabit the underground while the barons inhabit the above.
http://www.mariowiki.com/Boo_Balloon

if your still interested in other civs, you could add in mousers, particularly nomadimouses for desert biomes.

http://www.mariowiki.com/Little_Mouser

As for shyguys physiology being roughly the same throughout, well yeah, they mostly are the same for the most part, but there are some more mold breaking ...guys

http://www.mariowiki.com/Fat_Guy
http://www.mariowiki.com/Pyro_Guy
http://www.mariowiki.com/Stretch_%28Shy_Guy%29
http://www.mariowiki.com/Boo_Guy

Oh and bandits are more of an aggressive offshoot of shyguys.

http://www.mariowiki.com/Green_Glove
http://www.mariowiki.com/Zeus_Guy_%28Bandit%29
http://www.mariowiki.com/Grunt
egg'cetra.

http://www.mariowiki.com/Raven
http://www.mariowiki.com/Mini-Raven
Hmmm what could you do with ravens...?

http://www.mariowiki.com/Crazee_Dayzee
http://www.mariowiki.com/Amazy_Dayzee
http://www.mariowiki.com/Bubble_Dayzee
Benign good biome wanderers, perhaps...
You could make them an elf like minor civ, whom grow their signature berries that they brew into tasty tonics, like red tonic, bubble tonic, crystal tonic, etc.
http://www.mariowiki.com/Red_Berry
http://www.mariowiki.com/Blue_Berry
http://www.mariowiki.com/Yellow_Berry
http://www.mariowiki.com/Bubble_Berry
http://www.mariowiki.com/Crystal_Berry
http://www.mariowiki.com/Tasty_Tonic

Some lava enemies perhaps?
http://www.mariowiki.com/Blargg

http://www.mariowiki.com/Piro_Dangle

Maybe some more aquatic variety for ye
http://www.mariowiki.com/Nibbles

http://www.mariowiki.com/Piscatory_Pete

http://www.mariowiki.com/Spray_Fish

http://www.mariowiki.com/Preying_Mantas

A weaker chomp subspecies perhaps...
http://www.mariowiki.com/Red_Chomp

Your average joe milde
http://www.mariowiki.com/Milde

Your average yellow slime, you could add it in as something to add more variety to the underground.
http://www.mariowiki.com/Lemon_Drop

http://www.mariowiki.com/Amanita
an aggressive 'plump helmet man' type of enemy
« Last Edit: June 03, 2012, 04:53:38 pm by Pikdome »
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #13 on: June 04, 2012, 09:52:42 am »

It's pretty easy to add new creatures, I've got some of these already and I intend to add more.  However, what I'm more interested in now is working out the civs and the gameplay styles for the three playable civs.

What I'm thinking is as follows:

The Shyguy game's main principle is more-or-less complete, it needs plenty of adjustment but you can already use the Subspace Portals, which alters the game enough to be considered a completely new style of play.

The Koopa game will be focused mainly on building up your fortress.  Among the three civs its game will be the most similar to the vanilla DF, with a greater emphasis placed on combat (as babysnatchers, they will get attacked a lot).  I'm going to try to give them several nobles who actually do something and who you will want to have around and keep happy.  They will also unlock new abilities or workshops as you 'upgrade' the fortress, so a basic settlement will let you raise an army, a mini-fortress will let you convert koopas into tireless undead slaves (i.e. Dry Bones), a major fortress will allow you to train Magikoopas, and when the king arrives you get a free demon or megabeast.  Something like that.  Ideally I'd like to attach these options to the arrival of particular nobles, but I'm not sure if that's possible.  If not, I'll make them have requirements that you'll only have access to in a higher-level fortress (large number of gems, magma, megabeast parts, etc.)

The Toad game will be focused on trade.  They'll start out with almost nothing useful - not even picks, maybe not even axes (although if not, I'll make sure they have other options to get a basic fortress started, like the ability to produce mushroom logs or something).  However, the world will be peppered with a huge number of minor civs which will trade with Toads, each of them carrying something of use to add to your fortress.  Beanish will carry proper weaponry, Mole Folk will carry mining equipment and gems, Bub-ulbs will carry rare plants, etc.  As your exports increase, new civs will open up trade with you as well, turning the fortress into a year-round marketplace.  The Toads themselves will have a lot of exclusive reactions in their kitchens, letting you turn the various plants you'll receive into new, exotic power-ups to increase the stats of your citizens or sell them for items that the Toads can't produce themselves.

Right now my ideas for the 'good' trading civs are as follows (feel free to offer comments/suggestions, it's all very sketchy - I'm not even sure if all this specialization is possible):

Bub-ulbs (Spring): Sell valuable plants that appear only in good regions and can be used for cooking reactions.
Beanish (Summer): Sell proper armor and weaponry, maybe other bean-specific items.
Toads (Autumn): Sell simple clothing and domestic tools that can double-up as weak weapons.
Bumptys (Winter): Sell... fish, I guess, maybe some ice-themed items.  Useful mainly because they show up in winter, when everyone else is gone.
Yoshis (Spring): Sell... fruits?  Maybe shouldn't be a trading race at all, seeing as how the Toads will have domesticated ones which could get awkward, and they are unlikely to have anything useful anyway.
Frog People (Summer): Sell valuable (expensive) exclusive power-up drinks like Kerokerocola, Energizer, Bracer, etc.
Mole Folk (Autumn): Sell mining equipment and underground items.
Pianta (Spring?): Sell tropical fruits...maybe something else...?
Nokis (Summer?): Sell... seashells?  Pearls?  Gems?  Something useful?  Something useless that other races like?
Doogans (Autumn?): Sell... I don't know, stuff... Pets maybe?

Does anyone have any experience with new cooking reactions?  Every time I try to make a new kind of prepared meal the game crashes when I look at its description.  I COULD make the 'meals' types of plants instead, but then their value won't be affected by the cook's cooking skill, and the particular items used to make them won't make any difference in the finished product.

Also, is there any way of altering how much a civ will pay for a particular item?  I know that some civs seem to prefer different kinds of gem shapes, but what about other items?  Will civs automatically pay more for something they don't have, or is everything just based on the stated material value/item quality?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Rise of the Mushroom Kingdom: Major Mod
« Reply #14 on: June 04, 2012, 05:06:11 pm »

Changing how much civs are willing to pay isn't in yet, no. It's material value * item value, at this point, IIRC.

However, the Caravan Arc is still going, so you can probably expect supply and demand at some point.

Tying things in to arriving nobles is impossible, but having nobles be certain castes isn't, so that could help.
Pages: [1] 2 3 ... 62