what if mario had a gun?
a day ago
- #Game Design
- #Mario-Inspired
- #Shooter Mechanics
- The author expresses love for Mario games, particularly for their movement mechanics and the badass feeling they provide, while also noting a past enjoyment of Modern Warfare 2 and its shooter elements.
- The concept of 'Mario with a gun' is explored, referencing Shotgun Mario 64 as a parody and highlighting the author's desire for a game combining Mario-like movement with shooting, leading to their own implementation.
- Key consequences of giving a Mario-like character a gun include easy enemy kills, a split focus between platforming and shooting, reduced importance of jumping, potential movement impairment from aiming, and changes to camera design and enemy roles.
- Three design pillars for the game are established: Fast Expressive Movement, Overpowered Gun Combat that goes both ways, and Combat Oriented platforming to guide development decisions.
- Several Game Design Decision Records (GDDRs) are listed, focusing on protecting normal enemies, adopting a roguelike gameplay loop, using portals instead of ladders, implementing lethal combat, incorporating loot and unlockable abilities, designing gimmick-based boss fights, spawning enemies upon entering structures, and adding a score system to reward expressive movement and kills.
- The author concludes that the game is fun based on playtests, where movement becomes a frenzied combination of shooting, jumping, and aiming, though development is slowed by the enjoyment of tweaking these mechanics.