Sunday, December 11, 2022
My (Mental) Life and How It Is Falling Apart: a Rant and History
Tuesday, October 6, 2020
The Fears of an Ambitious Indie Developer
Whoa, this blog hasn't been updated in months now! With that last blog post, you might've assumed I went insane due to fears of color association or something. Well, despite a certain infamous game's "gremlins" showing me how dumb this world can be with restrictions and morals (which kinda discourages me), I haven't disappeared...though I now have fears that if Magical Mary were to become popular, that people would scrutinize every line of my code and hate me for the slightest offense, though people should be more open to others in my opinion.
My recent (real) fears and frustrations with people aside, Magical Mary's development has definitely slowed down, and this blog post will explain my mind's ideas of plans that are way too massive to go through with...
Friday, September 20, 2019
Branching Out: the Growth in Tree Quality
Out of Place Cutouts
In the beginning, trees were pretty basic. In fact, they were just like the trees in Doom, a game from over 20 years ago at this point! Just like in that game, they were paper-thin images that rotated to face you. The only thing that made these trees unique was the code ran upon each tree spawning, which gave it a random tree image. I would say these trees were fine, but really, there were two problems with them...Ripped from Reality
World of Kirbycraft, even back in those days when the game looked pretty bad, still had some form of a cartoony "art style" in it. These trees completely contradicted that, looking like pictures of real trees cut out and glued to the ground, like the game's world is just something a kid and their parent threw together by cutting out pages of magazines... I don't believe I was going for that style, but looking back, it's like looking at early 3D games that intended to look realistic. They were fine then, but now look like a joke compared to unrealistic games.No Originality
You may think I was just experimenting, seeing what worked and what didn't, but no. I started development of World of Kirbycraft while I was still making Doom II: The Monster Invasion's last iteration (which in my opinion was the worst).When I needed things like objects and code, I'd grab it from that mod and slap it into World of Kirbycraft, and that's exactly what happened with the trees and grass.
While the "realistic" trees worked mostly fine in Doom II: The Monster Invasion, they completely clashed with World of Kirbycraft's style. Unfortunately, I didn't know any better until years later...
The Crappy Image Legacy
In World of Kirbycraft v1.4, Hell City was introduced. As it was a complete ripoff of Kirby Air Ride's City Trial map, one area was a forest with many trees. Predictably, those were the same exact trees used in every previous version. There's not much to say other than just how out of place they still look.
Just when World of Kirbycraft got renamed to Mary's Magical Adventure in v1.6, the trees were thankfully changed to use better images. Mind you, they still didn't completely fit, but were more cartoony. The best one was the one on the right in the screenshot above, which came from a Terry WAD. It was just too pretty of a tree sprite for me to let it get wasted in a stupid waste of time like that!
Despite getting these new, better images, unfortunately these trees were only used in two places:
- Hell City's island - In the park
- City Street Run - Around road corners
The Perfect Trim
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Am I...seeing things? Are these really 3D? Nature finally looks right! |
"3D Graphics!"
Only a video could do this justice, so...just watch this video of both new trees and admire how 3D and believable they are now. Don't question the weird music, I like messing with Guitar Hero songs' individual channels.I said these are interactive above, and you might not expect all that you can do with these trees. For one, you can knock leaves off of the trees with nearly any attack. If you hit leaves with a hammer, they will scatter and float through the air, but hitting them with a fireball will catch them on fire, making the leaves turn brown, drop to the ground, then turn into flames. It looks good in motion and is satisfying to do. In the future, there will be more of a reason to randomly become a pyro.
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Only you can prevent wildfires...if you can resist the urge! |
Now, don't worry if you like trees; You don't have to destroy fictional vegetation, but if you want to force all leaves off of a tree without permanently destroying it, just hit it with a cold attack like an Ice Ball and it'll start shaking then jump as it loses all leaves. When this happens, the tree survives and will re-grow its leaves back when you move far enough away from it.
This video shows all three tree deaths:
This is actually something games do, more common on games with a continuous open world like Oblivion. I came up with the idea to do this before watching that video, so I had no clue it handled things the same way as my game. Oh well, I guess I can say I did something like Bethesda now. Whether that's good or bad's up to you, because...oh no, does this mean now I'll leave many game-breaking bugs in the final release? I hope not!
Anyways, if you don't like the trees abruptly changing between images and 3D models, you can adjust the distance by changing the r_objdrawdistance CVAR, which is a multiplier that defaults at 1.0. Increasing this will change the distances at which many decorative objects switch to lower quality, though it changes everything, not just trees. If on a lower-end system, it's recommended to decrease this to 0.5 or similar, given you can tolerate more obvious object pop-in.
Anyways, that's the latest update! There's more changes, but the new trees deserved their own blog post.
Thursday, September 5, 2019
Magical Mary History #2 - v0.75 Part 2 (Early Monsters and Unused Oddities)
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World of Kirbycraft's original monster lineup. Some may look familiar from Mary's Magical Adventure... |
The Bestiary
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"Mouse!" Silence this noisy thing and it'll become worse... |
Scarfy (KDog1/KDog2)
Gordo
Wheelie (KWheel)

Cyclops Troll (Troll)
Huge Troll (HugeTroll)

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!For those that want to see fights against all of these enemies, here's a video I recorded.
Strange Unused Content
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.
- 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...
Tuesday, April 30, 2019
Magical Mary History #1 - v0.75 Part 1 (A Terrible Start)
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Yuck! What's this visual throwup? Magical Mary 1's past was a visual mess! |
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:
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MY EYES! They're bleeding! This isn't Freedoom, game! |
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You saw this coming, didn't you? This is so low-effort and...why did I distort the Kirby logo? |
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! |
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"
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This is the whole playable area, shown on the automap and in-game! |
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!

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:
Clunky Gameplay
Hiding the Secrets
Uther's Lab
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Ah, this lil' building had much potential, but alas, it wasn't to be... |
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This is what you get if you think running into a cave will save you from the ugly graphics, a dirt wall! |

Unused Levels
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This is a foreshadowing of my obsession with cups expanding in later versions... |
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:
- Rockman & Forte - Museum
- Rockman & Forte - Tengu Man
- Rockman & Forte - Pirate Man
- Rockman & Forte - Cold Man
- Rockman & Forte - Ground Man
- Rockman & Forte - King Castle
- Mega Man 7 - Slash Man
- Mega Man 7 - Spring Man
- Mega Man 7 - Freeze Man
- Mega Man 7 - Dr. Wily Castle 1
- Mega Man 7 - Dr. Wily Castle 3
- Mega Man 8 - Tengu Man (PlayStation)
- Mega Man 8 - Tengu Man (Saturn)
- Super Mario RPG - Going Shopping in Ripple Town
- The Flintstones - Unused 2
- Earthbound - The Metropolis of Fourside
- Lucky Star - Lucky Star Mush ~DustFunk Lozik~
- Fandango - Autos, Moda, Y Rock and Roll
- Sixpence None the Richer - Breathe Your Name
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!