Concotionator laboratory (where Peach will mix test tubes to be invisible) - So far (click to enlarge)Spoiler (click to show/hide):
I decided to make it different because:
1) I just dont want to remake it 100% equal
2) Clearly, my version has more room to walk and use switches.
3) Its a better perspective, as Peach will change her clothes in an area VISIBLE to the player (I cancelled making an exchanger screen). Peach doesnt have much time and must be invisible right away, so her clothes will be left in a given table.
4) the new area is more appropriate for this platform-like game. I may add a pipe to let Peach climb, for an hidden area above, for example.
5) It reuses the same walls/equipment of the x-naut base neatly. And as many have noticed, x-naut base uses some 80's computers, so it's expected to have those blue screens and mainframes regarding that era and the plot.
6) Instead of a 'almost invisible front door', it reuses a better viewing door
7) I can put the TECXX camera in the top-right area, near the door, which will talk to Peach.
8) I will animate buttons and those blue screens, with 'ok' or 'error'. More below.
I will put a 'low height table' with test tubes for her to grab, and more props, like tables, a billboard with skeletons and experiments x-nauts has made (I will appreciate suggestions and vectorized pictures)... A good thing is that SMB2 elements will fit nicely in this scene, because Peach will be able to grab potions the same way she grab vegetables! Then she will need to put those potions inside the 'microwave oven' shaped boxes in the screen above. If she puts the correct tube there, the screen will say '
OK'. If not, '
ERROR'.
I dont plan adding the total mechanics (that is, a glass wandering to the right, then to the left, while Peach presses a button to drop the current test tube). Eventually, I may do this. The most important thing is just to indicate Peach are mixing potions to be invisible. And THAT will fail in a given time (Peach will be naked in the corridors sooner or later)
HappyGoomba Wrote:One other thing I forgot to mention. Remember a while ago when I pointed out that bobombs in the Airship level didn't count as enemies laid? I was paying more attention this time around and realized they don't increment the counter in any level.
Since the addition of new enemies and improvements to goombas, koopas and shyguys , like the ability to stomp on them and grab the koopa shel), I've really let bobombs in the background. I will increase this priority.
HappyGoomba Wrote:Also, there isn't any sound effects to their sex scenes
Actually, there are, but I admit its just a few of sound variants. I will increase this priority too.
HappyGoomba Wrote: Another thing I noticed is that none of them walk far enough to get to the last two scenes. I can understand that for the first one because he's in a limited area, but most of the others have a clear field in front of them.
Now, this I can disagree. Actually, three of five walks 'little', so only two scenes are available. But in the castle level, for example, they walk fully.
I plan making living bobombs (they will stop in some moments, while maintaining breath, then they will walk). If peach touches them, a random scene will play, because bobombs will grab Peach a way they want.