Thursday, September 5, 2019

MMA History #1 - v0.75 Part 2 (Early Monsters and Unused Oddities)

World of Kirbycraft's original monster lineup. Some may look familiar from Mary's Magical Adventure...
Welcome back! Last time, we looked at the intended but very flawed gameplay that I thought was fine back when I developed this version, plus the "test levels" in the game. This time, we're going to look at list of monsters that are in this version. Yes, I said there were none in normal gameplay, but oh, there's a small list fully programmed into the game at this point in development.

The Bestiary

Though not a single monster appears in this version, there are some programmed in /Decorate/kmonsters.txt, Some are from the Kirby series for obvious reasons, but others aren't. Here's the full list, in order of when they appear in the text file, from top to bottom:
"Mouse!" Silence this noisy thing and it'll become worse...

Scarfy (KDog1/KDog2)

Just like in the Kirby games, this innocent creature happily shows its true "dog" form when you hit it once. The only way to avoid seeing the "dog" is by dealing a lot of damage at the same time. This isn't considered a monster to the game until it transforms, so if you can resist the urge to shut it up, you have one less to worry about.


Gordo

Another common Kirby enemy, a spikeball with eyes. If you get near it, it will start flashing. Touch it, and it will yell "Mouse!" at you and send you flying away! This enemy is indestructible, so your best bet is to avoid it.







Wheelie (KWheel)

A wheel with an eye at its center that somehow maintains orientation while it rolls around. Wheelie is a dangerous and unpredictable enemy, slowly moving until it gets into the perfect position to run over you! Its speed (and really bad weapons in this version) make it pretty dangerous, taking three hits from Arthas's hammer to make this wheel's rubber explode!







Cyclops Troll (Troll)

This big, blue cyclops may look intimidating, but he's only a threat up-close, conveniently the only distance your weapons work at! When approached, the troll raises his arms then slams the ground below him, which causes damage to everything in the area. Compared to his appearance in Mary's Magical Adventure, he isn't as powerful here, plus doesn't have random arm-brace colors.

Huge Troll (HugeTroll)

This larger, red-colored variant of the Troll may look like he should be able to hurt you from longer distances, but in reality, he's nearly the same as his normal-sized counterpart, only 3¼× bigger! Unless you cheat or team up with a friendly monster, you will be here all day with this big pain.








Tiger

This aggressive animal is more complex than any other enemy in this version. Once it sees you, it changes its behavior based on your distance. Get up close and it'll prefer to try pouncing on you, but run away and it'll really speed up to catch you! Your best bet fighting this beast is to stand near it, wait for it to pounce, then strike it while it's down!

(Interestingly if you look at its back foot, it looks like I erased some pixels of the sprite without noticing all this time... This is probably still in the latest version.)


For those that want to see fights against all of these enemies, here's a video I recorded.

Strange Unused Content

All right, time for the really technical things that literally can't be gotten to in-game. These are mainly just sounds, but these sounds alone give a big impression that I really didn't know what I wanted from World of Kirbycraft back then, as if the whole game didn't give that away with its generic grassland level...

Inside wok_x.pk3's sound folder, a bunch of unused voice samples and "music" can be found. In the voices/Monsters subdirectory, enemy and player sounds are stored, but take a look at that directory's contents. See those WOKGUY sounds? Those were intended for common enemies that didn't deserve custom sets of voice samples. The tiger uses the last set, but every sample above that isn't used!
  • STOCKAHH - Interestingly, this is the stock scream heard in games like Twisted Metal 3 and 4! I'm not sure why it's here, as no enemy ever used it. The Wilhelm and Howie screams were used in Doom II: The Monster Invasion's second version for zombies to use at random, so perhaps a similar thing was planned for World of Kirbycraft...
  • WOKGUY set 0 - I love reversing songs with lyrics because they usually break down into hilarious nonsense, such as the notable "Can't Help Mice!" and "No No Heat". However, in this case, I think I used my laptop's microphone to record something, possibly an iPod or something, playing a Red Hot Chili Peppers song, which I then spliced and reversed for these samples. Most of them suck, but I like sample #4, where he sounds like he's saying "Stop that...!", which is assigned as a pain sound.
  • WOKGUY set 1 - For this set, I think I recorded myself talking, then reversed and slowed down the recording over an unknown song. Parts of this overall larger sound were used as the samples here. I think this set was meant for strong, mysterious enemies like flying enemies firing magic projectiles at the player. In the end, it was never used, though it fails to sound threatening with lines like "NOM NOOOOOM~!" and "Pandora... PANDORA...!" (Yes, I listened to Pandora, that's why that's randomly here.
  • WOKGUY set 2 - This, like set 2, is just my voice reversed, but with no speed adjustment. In this set, it sounds like a man who thinks the player is a mouse (like the Kirby enemies) and even yells "A MOOOOUSE!" sometimes upon seeing you. This was briefly used for the Fighter enemies in Mary's Magical Adventure until I recorded their proper samples.
The other subdirectories are arguably stranger, so here's another list:
  • weird - This is, contains, fittingly, the weirdest two samples in the game, which sound like very slowed-down beeps with their bass increased a lot. I think these were supposed to be used in scary areas to mess with the player's head, like those "beats" I can't think of the word for that make you get certain feelings.
  • dynamic_music - Hey, all of the cool games do it, but it's a a shame ZDoom isn't capable of dynamic music, which picks different parts of a song based on in-game activity. It didn't stop me from trying using ACS in a test level that I haven't found in any version of World of Kirbycraft yet.

    This folder contains four WAV sounds that play different sections of a basic song, which would be chosen based on where the player was located in the test level. It would've been cool to keep this, but due to ACS being limited to the tic-rate of ZDoom, I could only use tempos that were synced up well enough with it, which would've limited how varied my music sounded.
  • ambient - "Wait, the ambient sounds were planned from the very beginning, Xane?" Sorta. The sounds in this folder are weird ModPlug Tracker recordings that used a strange, "organ-like" instrument. The first three are the raw recordings while the latter three have a reverb effect on it.

    I think these sounds would've come from an organ in a castle level, but clearly that never came to be as the sounds were removed after this version, and my plans changed by the time Mary's Magical Adventure became the game's new name...
This video plays most of these unused sounds, minus the "weird" ones, since those are barely audible without editing. Since I forgot to include it in the first post, Mary's voice acting is included here as well, specifically the lines that never got used or were removed in later versions due to the removal of beams and cup-based weapons. Apologies for how long it took to finish this post, which was supposed to be done months ago!

Tuesday, April 30, 2019

MMA History #1 - v0.75 Part 1 (A Terrible Start)

Yuck! What's this visual throwup? Mary's Magical Adventure's past was a visual mess!
Mary's Magical Adventure has been in development for years, possibly dating back to 2010-2014, when it was just called "World of Kirbycraft", after the movie series I was making. As with any game, things weren't always as they are today, so it'll be fun to look back at each version and see how the game improved with time, and today we're starting with the earliest build I've found, one dating back to 2015, which was only seen in my third development video on YouTube! Let's dive into it, after the cut!

Intended Gameplay

Bad initial impressions

Since this is the start of a blog post series, let's establish the general layout. First, I'll talk about gameplay and the player's overall experience, then follow up with info about unused content and interesting miscellaneous stuff. As this is the first post, everything is new, so it'll be giant. Later versions will naturally have smaller posts written for them if they reuse things from a previous version.

With that said, let's start with the first thing the player sees upon starting the game, which at this point was just GZDoom with Freedoom as an IWAD, the title screen:
MY EYES! They're bleeding! This isn't Freedoom, game!
...wow. This title screen doesn't give the best initial impression, with a messy, incorrect-looking Freedoom title screen and an overall Doom-esque menu. That skull used for the selection cursor isn't helping, either! Anyways, on this menu, the iffy logo used for the World of Kirbycraft series is visible, so let's take a look at that...
You saw this coming, didn't you? This is so low-effort and...why did I distort the Kirby logo?
Yes, I bet you're face palming right now; The logo is just World of Warcraft's logo with Kirby's logo slapped over it. It gets worse the more you look at it, as a weird rectangle is around the Kirby logo, and even that fails to cover up the word. Back then, I used CoreFX rather than Adobe Photoshop, which didn't have a healing tool I could use to get rid of the text cleaner.

This very logo also appears in the movies, but only during its very brief, strange-looking intro. However, the logo is constantly changing position/size, so it's hard to get a close look at it. Anyways, let's select a difficulty and start the game.
How? This build doesn't even have a single enemy in it!
Like Doom, difficulty levels can display messages, usually used to warn the player about how unfair a difficulty is. Here, hard difficulty shows the message above. Insane difficulty says this:
This is the highest skill level. Not recommended unless you're experienced.
It doesn't matter what difficulty is chosen in this very early build, as there are no monsters in the one area you can visit, a place I've come to refer to as "Stupid Hills", a level I scrapped for being just...too boring!

"Early Installment Weirdness"

This is the whole playable area, shown on the automap and in-game!
In this version, it's very incomplete, with only the first area and cutoff paths off to the sides. The only thing here that makes this build interesting (and recognizable) is the random grey beam with animated pink light inside it, which is a Sonic Boom: Rise of Lyric reference. This was a character-specific gimmick, which only allowed Mary to stand on it. If Arthas would land on it, he'd get forcibly thrown to the side.

I voice acted unique lines that played any time Mary would land on the beam. Though some are just random noises, two include some of Mary's longest voice lines as of then. One of them mentions school, which hasn't appeared in the game at all! I'll include all samples of Mary talking in this version at the end of this post, but here's transcriptions of the more important lines:
  • Oh...OH, I made it...and it's a beam! Let's balance! Weee~!
  • Oh...oh...OH, I've been waiting for this day! In school, I went to gym class and...I practiced this. Now it's time to put that practice to the test! Yay!
There's one more thing that makes this build unique from later ones I publicly released: Mary uses restaurant cups as weapons! When Mary drinks the liquid from them, she temporarily powers up and performs attacks based on the color of the stripes on the straw. If the player uses the weapon enough, Mary will revert to holding the cup and will talk about losing her powers.

Now, this might sound cool and unique, but overall it wasn't that exciting to fight enemies like this. Mary had to stop and drink from the cup multiple times a minute, plus the attacks pretty much ironically only hurt yourself unless the projectiles don't touch the monsters directly! Here, look at this video and judge for yourself if combat looked fun in this very early build:
With how tedious the combat in that video was to record, I have to question how back in 2015 (or possibly earlier) I thought anyone would enjoy that combat. The attacks behaved uniquely, but sometimes it isn't best to reinvent the wheel; Projectiles exploding when hitting enemies is nothing special, but it is more of what the player expects than fireballs sticking to enemies, waiting until they hit the ground to bounce into the air...

Clunky Gameplay

This is common to all of the versions of Mary's Magical Adventure that have the "World of Kirbycraft" name, but I'll say right now that the gameplay doesn't feel as polished as it does now. Mary's Air Dash practically requires mashing the jump button, and it can arbitrarily not work in some situations. As for Arthas... His Kirby Puffs are also inconsistent but on top of that common problem also requires you to wait between jumps (a'la Kirby Air Ride) and doesn't give you any control once you're in the air. I fixed both of those when Xane replaced Arthas, but...just look at how iffy Arthas moves here:

Hiding the Secrets

Uther's Lab

Ah, this lil' building had much potential, but alas, it wasn't to be...
Well, now it's time to go beyond what I intended the player to experience in this version. No, I didn't look over anything above or I would've written about it. If you followed the water down either generic corridor, you'd be greeted with a wall in your face. With any in-development level I make, this is a common sight, but usually levels I make don't cut off less than a minute after they load!
This is what you get if you think running into a cave will save you from the ugly graphics, a dirt wall!
Despite this level's stupidly small size, there is an area out of bounds meant only for Arthas's intro cutscene, Uther's Lab. If you turn around when starting the level, you'll see the lab in the distance in a field, but trying to fly out there will kill you! To make matters worse, that building out there is just a really flat imposter, not the real interior.

To go inside the lab, bring down your console using ~ (tilde) and type noclip2. Fly up a bit so you don't touch the insta-kill ground, then move towards the fake building. As you enter the open field, turn right and go through the glitchy black wall. Welcome to Uther's Lab.
Yes, this is the really basic room where the first part of Arthas's intro would take place. Though it looks grey and empty here, it became more detailed with blue lighting in later versions...though still wasn't ever used! In fact, it's normally worse than this, because the Arthas and Uther cutscene objects aren't normally here. (They only move around and talk, so I can't recreate the cutscene, or I probably would.) I'll explain Arthas' intro here, since it was never made:

Arthas and Uther are in Uther's Lab, standing around. Uther recommends Arthas goes out the back door (left side in screenshot above). Arthas initially refuses, but Uther forces him out. Arthas trains outside (which is just a glorified tutorial), then walks back in to check on Uther, not approving of the tutorial he had to go through. Uther sees an odd blip on the radar, pointing straight ahead. Arthas, knowing what he has to do, starts running out the front door. He runs down the path then jumps down to the starting point. No, I don't remember what enemy Arthas was off to fight, but I know it wasn't the Origin Master. I don't know how far I went with it, but Xane might've been planned to help Arthas, though over time, only Uther was heard talking to Arthas during gameplay.

Unused Levels

Now, Uther's Lab was within the level, but there are two levels the player never visits within MAPS.wad, named TEST and SND_TEST.
This is a foreshadowing of my obsession with cups expanding in later versions...
At first glance, TEST is just strange. The initial area is a narrow corridor with grass textures on the walls that has no gravity. Going through the wall to the left, you will end up in an area with a giant fruit punch "juice box" from Sims 3 Seasons. This area also contains character-specific areas and a broken end-of-level area that takes you to the normal level, since this area was used to test those mechanics before later making their ACS scripts global.
The more interesting part is on the other side. It's a big, open grassy area with paths and houses. It's better than the normal level in this build! What's going on? Well, this area was made to be used as the background of a Touhou-esque shooter section. Yes, I'm not joking, this was to be used as the background behind a boss battle where you'd fight Reimu, but due to technical problems (and now obvious legal issues that would arise), the whole idea was scrapped.

Y'know the weird first room the player starts in? Well, bring down the console and type in puke 102 to enable "Touhou mode", as the script calls it. When in this mode, you teleport to that room, and get locked into an area visible on the left side of the screen. The controls are the same as normal, except for your "run" button, which instead puts you in focus mode and reveals your hitbox, just as it would in the Touhou series.



SND_TEST is a more logical level...or rather, would be if any of its music played! I assume this map was created before the three soundtracks that are already present in v.0.75. Well, this gives a good idea of the random songs World of Kirbycraft would've used in my original vision, minus Famous by Puddle of Mudd, which would've played during the final boss, and probably would still be, if the legal system was wiped from existence...

It seems I originally intended for the game to use music from various sources, mostly Mega Man games. Here's the song list in the sound test, each linked to YouTube so they can actually be heard, unlike in the game proper:
  1. Rockman & Forte - Museum
  2. Rockman & Forte - Tengu Man
  3. Rockman & Forte - Pirate Man
  4. Rockman & Forte - Cold Man
  5. Rockman & Forte - Ground Man
  6. Rockman & Forte - King Castle
  7. Mega Man 7 - Slash Man
  8. Mega Man 7 - Spring Man
  9. Mega Man 7 - Freeze Man
  10. Mega Man 7 - Dr. Wily Castle 1
  11. Mega Man 7 - Dr. Wily Castle 3
  12. Mega Man 8 - Tengu Man (PlayStation)
  13. Mega Man 8 - Tengu Man (Saturn)
  14. Super Mario RPG - Going Shopping in Ripple Town
  15. The Flintstones - Unused 2
  16. Earthbound - The Metropolis of Fourside
  17. Lucky Star - Lucky Star Mush ~DustFunk Lozik~
  18. Fandango - Autos, Moda, Y Rock and Roll
  19. Sixpence None the Richer - Breathe Your Name
Based on that list, I can only guess I threw in every song I liked at the time, like the overused "Lucky Star Mush" song that I played in the background of some of my older YouTube videos. The SNES songs had static in place of their cymbals, which rarely made any of the songs sound better. This can be heard in one of my development videos, where I make fun of the noises.

Well, this is giant as-is, so I'm going to split this post in two. Hopefully later versions I look at don't have so much stuff to talk about!

Saturday, March 23, 2019

Fiction in Reality #2 - Hug-tan's Baby Mug

Welcome back to Fiction in Reality, the series of blog posts where I look at something from another universe and show how it was brought into reality! In this post, we'll look at a strange cup that I found when looking at Hugtto! Pretty Cure!

Friday, March 22, 2019

Fiction in Reality #1 - The Melodica

I'll admit, I'm a strange man. Based on things you may have seen me write in the past on websites, you may think I'm just seemingly obsessed with anything that goes in a person's mouth such as straws or musical instruments, but really, it goes further than that. If I see a fictional character hold or use an item and said thing is cute, I'll probably buy it so I can own it...then rarely use it.

Whether that's the intention of the show (like Pretty Cure) or not, I have a strange desire to bring those items from fictional universes to reality, to own (and use) them myself. In this new series, we'll look at items from anime and sometimes video games, show my real version, and in some cases show what the items were based on but not mentioned due to unfortunate legal brand restrictions.

To start this series off, let's talk about a neat instrument that never fully got my attention until my aforementioned obsessions took over. Get ready, this is a long one!

Thursday, February 21, 2019

The History of Mobile Mary's Magical Adventure

Has it really been months since my last blog post? Apologies, but I suppose I haven't felt like writing out detailed posts about things like my game, though two posts are planned for the future, once I get the item to show.

Anyways, if you've been reading this blog's previous posts about Mary's Magical Adventure, you've only been hearing about the main version of the game for computers running operating systems like Windows. However, in the past, I had plans to bring Mary's Magical Adventure to Android. It just sounds great on paper, to be able to take the game on the go and play the very same game you could play on your computer, or to even play with or against computer players using your mobile device!

In this blog post, I'll look back at the times I attempted to bring my game to mobile devices, and what I learned that I may put to use in the future...

Saturday, November 24, 2018

Introducing the Princess from the Clouds!

On this blog, I've only talked about Hell City, as that's the only location that's actually in the game, unless you count the Fourth Dimension, better known as the Special Stages. However, I still have plans in my head about other parts of the game, the most recent ideas being for the levels that take place in the clouds. Yeah, the clouds, y'know, that place that I composed a song for a long time ago but still haven't gotten around to adding to the game proper?

Anyways, getting to the point, I didn't have ideas for the sky levels, just planning to make them open areas where you have to do precise platforming, jumping from cloud to cloud. Not even the boss was planned out, just the music that would play in these levels, Atmospheric Glide (formerly "The Skies"). However, recently, an idea started coming to mind, the urge to create a new third little girl who'd be found in these levels, with her being a part of the overall story with her own unique things about her. Everyone, meet Peppermint!

Thursday, November 22, 2018

Development Worries and Updates

This post is pretty negative compared to my usual post, so read only if you wish to see the bad side of game development.
Whoa, how long has it been? Sorry, but sometimes, I forget to update this blog. I believe I'm becoming too lazy to even write a blog post lately, even though that's easier than other work I haven't been doing, working on Mary's Magical Adventure. Anyways, let's get to the updates about the game! It's been a long enough wait for this!