Last time on AKR3 Idea Blog we covered the Lakitu Shop. This week we’re doing a scrapped idea for multiple endings.
The idea is pretty simple. Based on some undisclosed factors the ending cutscene or possibly even the final boss would be different. Because the game will have multiple worlds you can play in any order like Super Mario Land 2, I was thinking the factor would be which world you completed last. That is, second to last, before the final world/level unlocked by beating all the others.
This is related to a story I’m no longer going to use. The scrapped story involved the Koopalings being mind controlled by an unknown entity, while Bowser is mysteriously missing once again. So the different endings would reveal who was responsible for that. Possibilities included Mario, Luigi, Sanic, and even Bowser himself.
And that would be kind of cool. But also potentially confusing. Which isn’t necessarily a bad thing. Confusion can be part of the fun. But there are other reasons why I won’t be using it.
- It would be very difficult to make all the endings equal. With seven or so endings, some are sure to be duds.
- It’s a lot more work. Simply said.
- I want to do a different story. One that’s less derivative.
I won’t reveal too much about the new story, but I really like this angle. I call it:
A Koopa’s Revenge 3: Mutiny
And that’s all for now. Maybe check out the AKR3:FAQ I started.
Welcome to the third installment in the A Koopa’s Revenge 3 Idea Blog. The series where I describe ideas I have that could potentially be a part of the upcoming A Koopa’s Revenge 3. Last time we discussed how characters are affected differently by the same powerups. This week it’s somewhat related, the Lakitu Shop.
Coins aren’t just for extra lives (and flower faces) anymore. You can spend your collected coins at the friendly roving Lakitu Shop.
Click through for more info on the Lakitu Shop.
Here’s a little game I whipped up to help me learn AS3. It’s not done yet, but it’s far in enough to show it off. Like half done or so. Most of the coding is done but there’s still design work and assets to be created.
Click through to play the demo.
It’s about time I posted the changelog for the 2.0 update. I separated everything into ctegories to make it more digestible. If I missed anything feel free to let me know in a comment or email.
Welcome to the second in a series of blogs wherein I discuss ideas for A Koopa’s Revenge 3. Last time we discussed a system of combining powerups. Today I’m presenting an alternate idea for powerups.
Unlike AKR2 which used player-character skins, in AKR3 each playable character will have slightly different physics and abilities, making them distinct from one another. For instance, Shy Guy will have low traction and higher jumps, like Luigi. I’m going to extend these differences to how each powerup affects each character.
Click through to see more about this idea.
Welcome to a new series wherein I discuss and detail ideas for the upcoming A Koopa’s Revenge 3. First I’ll be talking about an idea I’m probably not going to use but I think is interesting anyway: combining of powerups.
The idea is pretty simple, at least as an idea. You take powerup A and combine it with powerup B to create powerup AB a la Kirby 64. powerup AB would combine the aspects of both powerups into one super powerup.
Click throught for more about this idea.
After numerous requests for a playable version, I’ve finally gotten around to releasing the playable Scribble Koopa. Mostly I just didn’t want to do the write up.
I finally got AKR2 to export properly on my new computer! Previously I had to do all work for the game on my old desktop setup from 2007, as the game wouldn’t export with the music on my new expensive 2014 laptop. This is a big breakthrough, and I’ll be able to work on the game without it being a huge hassle now.
This here post will be my first real devblag. Short for development web log. From time to time, I’ll be describing the development process for the games I’m making.
I read this article, which someone tweeted, can’t remember who. (By the way, follow me on twitter. I swear, eventually I’ll figure out what I’m supposed to do with it.) It’s a cool article, and if you’re into game development, specifically 2D sidescrollers, you should really check it out. It’s convinced me to redo the camera for AVGN:TitNES (which really needs a shorter initialism)
There have been a number of requests, so I’ve releasing a playable version of the AKR2 Alpha I made a video for a few months ago. Turns out it was easier than I had anticipated.