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SmashBoards Creates: World of Light (Job #2: Gameplay)

Perkilator

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No, this thread is not an April Fool's joke. This is a thread I've been genuinely meaning to make for a while.

We all have our thoughts on WoL, but I wanted to do a creation thread fleshing out other ideas for the Adventure Mode. But for now, let's envision ourselves as Sakurai and we're just getting started on bringing ideas to life. We know the concept of saving every single fighter in the game was a concept that existed back in the Brawl days, so let's stick to it here.

The gameplay is going to be a mix of Spirit Battles and SSE-style platforming.

Job #2: How should we handle the gameplay?
 
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Perkilator

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Alright, since there was only 1 vote so far, we're going with option B: A mix of Spirit Battles and SSE-style platforming!

With that, let's move onto the first job:
Job #1: Who should survive the opening cutscene?

This will determine our starting roster for World of Light. It can be one character (like it canonically is) or it can be multiple; just no more than 8 characters, please.
 
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Demon Dragon

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My choices:
Mario, Link, Kirby, Yoshi
I wanna do something similar to Sakurai, where the surviving characters are meant to be easy for a beginner to pick up.
 

JOJONumber691

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I think that Kirby should be the only survivor you actually start out with gameplay wise, but there should be others (aka Joker, Link, Palutena. and Sora) in Universe.
 

KneeOfJustice99

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Mario, and only Mario. Why? Marketing. Kirby is only popular to a point, whereas Mario is just... he's "Mr. Video Game." He's Nintendo's poster child. As much as I don't want to see someone like Kirby being destroyed by a beam of light, well... Mario is just an obvious choice here.
 

Perkilator

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Mario, Link, Kirby and Yoshi​
4​
Just Kirby​
7​
Original 8​
1​
Just Mario​
0​
And Kirby is our sole survivor! Honestly, I wouldn't have it any other way.

Job #2: How should we handle the gameplay?

I know the gameplay is currently slated to be a mix of Spirits and platforming, but how exactly do we handle this? I only encourage folks to keep the mixture as natural as possible.
 

JOJONumber691

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I think a full on Metroidvania could be neat, or at least for the Dark World. It’s Strange, but I’m imagining that Doors would take you to the Events, in which you have to fight them.
 

Demon Dragon

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I think that each section should be representative of a specific universe. Something like the Sacred Land is a good start. For instance, the Temple of Light could be changed into a Kid Icarus themed world with one section being the Underworld where it would house scary, monstrous spirits with darkness, (ex. Reaper and Reapette, Zombie, the Castlevania enemies, Boo, etc.), one section being the Overworld (which would house Eggplant Wizard and various human spirits), and the last section being the Skyworld (with spirits like Centurion, Hewdraw, and other spirits associated with the sky). Before entering each section, you would go through a platformer like the original NES Kid Icarus resembling the area in question, where you'll have to deal with enemies like the aforementioned Eggplant Wizards and Reaper in the underworld, and Spaak in the overworld.

Sorry if this is too long-winded, this is one of the few threads on this site that I'm actually excited about.
 
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Glubbfubb

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Mario, Link, Kirby and Yoshi​
4​
Just Kirby​
7​
Original 8​
1​
Just Mario​
0​
And Kirby is our sole survivor! Honestly, I wouldn't have it any other way.

Job #2: How should we handle the gameplay?

I know the gameplay is currently slated to be a mix of Spirits and platforming, but how exactly do we handle this? I only encourage folks to keep the mixture as natural as possible.
Okay so this is unorthodox but I think it would be cool for only some spirits to be converted into puppet fighters, some spirits become lost in this shattered world, some hide away out of fear from their corrupted friends, some offer their own services such as shops and such, and some takes advantage of the situation and become a minor villain. Spirits can be collected by defeating puppets found in special areas yes, but some are also collected by completing side quests such as escorting them past Galeem's/Darkon's forces, doing a fetch quest, or battling them on their own terms in a unique boss fight with them rewarding their power as their thanks. Additionally, some spirits, mainly the enemy-based spirits are actually the enemies in this game and by grinding them you can gain their spirit and use their abilities. The map would be interconnected in three versions, a world of light, a reversed world of dark, and an inverted world of chaos. The map is interconnected and by gaining spirits and fighters you can unlock more sections of the map and their alternate versions, however, the map is more like an open world and some story parts can be beaten out of order. There is also an almanac of all the spirits and enemies you encountered acting as trophies as sort. Overall a much more fleshed-out WOL that actually takes advantage of the crossover part of the game. A WOL where you not only explore a huge world but also become a good person and help others wrecked by the calamity.
 
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Perkilator

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Alright, I've seen some really good ideas!
Vote for yout top 2, with your own submission in 2nd place. We'll definitely keep Demon Dragon Demon Dragon 's idea of each section being from a represented universe in mind, whichever style we go with.
 

Glubbfubb

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I did like that the top 2 were extremely close, so it seems people want stuff from both, plus my idea was kinda a metrodvanis with the addition of actual npcs and sidequests
 

Glubbfubb

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Honestly yeah.
Maybe we can add npcs and sidequests, my main disappointment with WoL is that the spirits dont have much of an impact on the story aside from power ups, considering how diverse the spirits are we should have some spirits become side characters, plus have some spirits escape their imprisonment by themselves and help the heroes or villains with sidequests
 

Demon Dragon

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Hey guys, Perkilator assigned me to take over this thread while he is busy.
So with that, I have decided to commence with Job #3

Job #3: How should the opening area of the mode be designed?
Since the mode is confirmed to be a Metroidvania, I want to get your inputs on what the first stage / main area / hub world should look like. What should be the design of the area be like, and what spirits should it house?
Perkilator Perkilator please let me know if I am doing this correctly, I have never managed a thread before.
 
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Perkilator

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Hey guys, Perkilator assigned me to take over this thread while he is busy.
So with that, I have decided to commence with Job #3

Job #3: How should the opening area of the mode be designed?
Since the mode is confirmed to be a Metroidvania, I want to get your inputs on what the first stage / main area / hub world should look like. What should be the design of the area be like, and what spirits should it house?
Perkilator Perkilator please let me know if I am doing this correctly, I have never managed a thread before.
Doing great so far! DM me if you have any other questions.
 

Pokelego999

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Hey guys, Perkilator assigned me to take over this thread while he is busy.
So with that, I have decided to commence with Job #3

Job #3: How should the opening area of the mode be designed?
Since the mode is confirmed to be a Metroidvania, I want to get your inputs on what the first stage / main area / hub world should look like. What should be the design of the area be like, and what spirits should it house?
Perkilator Perkilator please let me know if I am doing this correctly, I have never managed a thread before.
The basic design of the area I feel should be your run of the mill starting area, just a grassland area (Some design elements taken from areas like Mario starting levels, Kirby's Green Greens esque areas, Sonic's Green Hill Zone, etc) and includes very little branching off areas outside of some hidden spots that can only be accessed later down the line. This area familiarizes the player with how the area works, more or less.

Spirits would mostly be 1-2 stars in power in order to act as a basic guide on how they work, with one of each primary type and some Supports being encountered prior to the first Fighter awakening.


Also quick question I'm still confused on, will the Metroidvania be like SSE or WoL's overworld segments? Are there common enemies and new bosses?
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,866
Hey guys, Perkilator assigned me to take over this thread while he is busy.
So with that, I have decided to commence with Job #3

Job #3: How should the opening area of the mode be designed?
Since the mode is confirmed to be a Metroidvania, I want to get your inputs on what the first stage / main area / hub world should look like. What should be the design of the area be like, and what spirits should it house?
Perkilator Perkilator please let me know if I am doing this correctly, I have never managed a thread before.
I'm assuming that this game will have no overworld map, only stages.

Zone 1: Untouched Precipice
Image result for greek ruins

This zone is basically one of the few places Galleem hasn't touched yet, and as such is a pristine area to explore. Featuring marble structures, not unlike a roman ruins site. This area is flat mostly with a sprawling linear hill as the beginning. You learn the basics of how to play the game such as jumping over a small creek overlooking a waterfall, defeating simple enemies in a crumbling shrine, and using common items such as buttons and a ladder.
Ruins - Super Mario Wiki, the Mario encyclopedia
Butter Building | McLeodGaming Wiki | Fandom

After that you encounter a more complex temple area, this area is reminiscent of the ruins world from DKCR but features elements from the Butter Building World in Kirby's Adventure such as the large tower you need to climb. The main goal is to repair an elevator to head to the top area of the temple and fight the first puppet battle. By exploring the temple you find three buttons, a red one up a waterfall featuring cannons, a green one as the prize of completing a small arena, and a blue one found by destroying some pillars in the east. After the elevator is fixed however an eruption of lava pushes it up before suddenly stopping, looks like you need to hit a yellow button to proceed.
Random: Wait A Sec, That Sure Looks Like Mario In Sonic The Hedgehog's Marble  Zone - Nintendo Life

Now the stage is more hazardous and features lava and fire enemies as a major obstacle. The section introduces push block puzzles to hit tiles to open doors, some enemies also run on wheels powering hazardous mechanisms that need to be destroyed to proceed. After hitting the yellow button the lava floods from the right side meaning you need to run back to the elevator to head to the final floor.

Paper Mario: Sticker Star Walkthrough - W2-5 Drybake Stadium / Tower Power  Pokey Boss Fight - YouTube

This arena features the first puppet battle in the game, either against Mario, Diddy, or DK, followed by both of them overlooking the ruined world of light seeing a small settlement in the distance.

Enemies:
I don't know if there are enemies in this game but I'm making some that fit the area
Image of tiki goon
Tiki Goon
Basic enemies like the goomba, walk back and forth and bite as the main means to attack, occasionally they jump in the direction of the player.


Tiki Buzz - Super Mario Wiki, the Mario encyclopedia

Tiki Buzz
Acts the same way as in Smash Run, fly then drop down to attack.

Tiki Tank | Donkey Kong Wiki | Fandom

Tiki Tank
Invulnerable to attacks until you use a Smash Attack to expose its weak point.

Zombie – Minecraft Wiki

Zombie
Shuffles forward slowly, often with the Husk, deals small but quick damage.

Husk – Minecraft Wiki

Husk
The same behavior as the Zombie, but their attacks deal with the Fatigue Status effect which makes you gain damage from running.

Lava Bubble - Super Mario Wiki, the Mario encyclopedia

Lava Bubble
Jumps out of the lava to attack, sometimes bounces off the floor.

Burning Leo | Kirby Wiki | Fandom

Burning Leo
Attack by rolling into a flaming ball and charging the opponent.

Poppy Bros. Jr. | Pictures Wiki | Fandom

Poppy Bros Jr
Tosses bombs at the opponent.

Image result for miitopia rock moth

Rock Moth
Flies around occasionally doing a weak tackle attack.

Image result for miitopia mummy

Mummy
Runs around using their bandage arm to grab and eat items for self-healing.

Image result for miitopia cobra

Cobra
Attacks with venom give the Poisoned Status effect which deals small damage over time.

Spirits would be themed around deserts and temples but would be basic spirits to act as a tutorial.

Music:
Green Greens (Opening Area)
Ruins Rhapsody (Temple Area)
Marble Zone (Lava Area)
 
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Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,866
Okay can I reboot the thread, I'll propably keep the gameplay the initial cast but I want to continue having this thread survive, may make a new thread from it


EDIT: I just did
 
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