Built using the SMBX2 engine, with heavy additional scripting in Lua.
My final fan game and most ambitious project yet.
Release Date TBA
A short gameplay clip of the first level that demonstrates how to obtain a collectable.
Leading/Managing a team of 6 members including myself, two programmers, two sprite artists, and a tester.
Designing every single one of the 25 planned levels.
Co-Designing the new advanced World Map/Overworld
Programming level mechanics, game systems, player progression, achievements, cutscenes, and any other miscellaneous programming activities.
Assisting with/Overseeing the programming of bosses, enemies, and menus.
Designing UI elements and curating the player experience.
Creating and establishing the game world, characters, and environments.
Writing all of the story, dialogue, and lore.
For the art of this game, I chose to expand upon the style of Super Mario World with upgrades to existing sprites and plenty of entirely new ones. I chose this direction because the story of this game will closely relate to the species of trees discovered in the "Forest of Illusion" from that same game. An otherworldly threat has invaded their homeland, corrupting the spirits of many pure trees, and the player is tasked with reversing the corruption and stopping the invasion.
Compared to my previous games, the gameplay structure of this one will be significantly more open-ended. Essentially, the player will have a main path that they can take to the end of the game that is pretty short overall, but in addition to that, there will be many alternate and optional branching paths that may change the way the story pans out once they reach the end goal. Different characters may appear, alternate dialogue lines may be triggered, or the difficulty of a level may directly change based on the player's past actions!
Pre-Release screenshots. Subject to change.