The game will be focused first of all on platforming, but it will also feature a lot of exploration. Exploring will reward the player in 3 ways:
- By finding secret exits to hidden levels.
- By discovering secret areas with immediate rewards (star coins or 1Ups).
- By finding hidden PowerUps that make the level easier.
Coins are a must to have in the game: they can be used to guide the player without having to use text or non-elegant solutions like arrows. Star coins add depth and replayability to the levels and can also be used to set up challenges for the most advanced players, by forcing to get through challenges through the hard way to get the star coin. 1Ups can be used like star coins, but they´ll respawn every time the player revisits the level unlike star coins (this means there´ll be a fixed finite number of star coins in the game).
For these collectibles to be attractive to the player they must give a worthy reward: some players will be enticed to go after them just for completion´s shake, but other´s will just disregard them completely and pay no attention to them. Forcing to get them (especially star coins) can rise the difficulty of the level too much for novice players so that solution is not optimal.
1-Ups
Having 1-Ups in the game implies having a life system, but is this desireable? Lifes can be used in one situation: when the player runs out of lives he will start the level from the beginning instead of from the last checkpoint. However, this may not be a good decission as it can frustrate the player: he may find a part difficult and failing repeteadly at it will have another additional penalty. Besides, in a game where the player gets to freely replay levels he can easily accumulate lives, so that after a short while they become meaningless.
There is another approach we can take: isolate the life system from the overworld. The player can start each level with 5 lives, getting to a checkpoint will reset the number of lifes to 5. Losing all lives can send the player back to the overworld or send him back to the previous checkpoint and reset lives. This adds challenge, but is a nice help for the player that will surely be appreciated. This allows us to hide 1-Ups in the stage. We can also make it so that inside a level, the player can accumulate more than 5 lives if he finds them.
Coins
Coins are a must as they can accomplish the critical function of soft-guiding the player. However it would be good to have them fulfill another purpose, as this can give them more importance and make their usage in some situations (like bonus games) more meaningful. There are 2 ways we can implement coins:
- Resetting them after the stage ends: This way the player can´t "cheat" by replaying a level with a lot of coins and pumping up his numbers. However, this adds a big restiction: coins can only be used in the level in which they´ve been collected.
- Adding them to a total count: This allows to open other more general usages for coins, but also opens the door for "cheating" replayed levels. We can however bypass this by setting a limit of 100 or 200 coins per level run. This way we can use them in bonus zones in big quantities and even if the player finds a good spot for grinding, he will have to complete the level each time, which will discourage this approach. Another option is to add no limit and just add an even bigger limit to the coin limit per level, but once this limit is surpassed the coins in that level will disappear.
We can do a mixed approach: coins will respawn as long as the player doesn´t hit the cap limit per level, he can only take 100-200 coins in a level in each run (we´ll have to make sure that in each level this limit is not breakable by design) and there will be 2 coin counters: a main one which will keep track of all coins collected during the game and a level one, which will reset every time the player enters a level.
This solution allows to use coins inside and outside levels:
- Inside: Some PowerUp Blocks will show a required number of coins and can only be activated if the player has gained enough coins during the level, similarly to the guys who ate star pieces in Super Mario Galaxy. Apart from PowerUp blocks, this can also be used for other elements, like deactivating a barrier or lowering a bridge. This makes the coins more important for the player and also allows to create levels where the player must search for coins to open the way forward.
- Outside: Coins can be used to make a ranking in shared levels. In story mode, they can be used to unlock additional content (image and music galleries) and to unlock challenges (which in turn could give a star coin when completed). Challenges will be alternate versions of the levels with some restrictions, like lowering the time limit, pacifist runs, forcing from start to end the use of a PowerUp...Unlocking challenges will use coins, so the cost can be tied up to the coin limit of every stage. For example, if we have a level with only one secret exit and 200 coins max, the challenge can cost 100 or 200 coins. But if the level has 2 exits (meaning the player will have to play it twice to get all exits) we can put the challenge at 200 or 300 coins. This forces us to put one challenge in each level. A level´s challenge will only be available after completing the level at least once and finding all star coins in the level. The challenge will reward the player by unlocking gallery items, a upload slot for the level editor or a star coin. It will be also necessary to find a way to tell the player from the overworld map if a level has hit the final coin cap or not. Once a level has hit the coin cap, all coins will turn into ghost coins, so they can still be collected and used in puzzles but don´t add to the coin count. Apart from the gallery, coins could also be used to expand the level editor, for example by unlocking skins or new music.
Star coins
Star coins are optional and the player is not forced to get them. The original objective will be to make each level have 3 star coins, but during design we will decide if having a varying amount depending on the level would be better. Star coins can be used to gradually unlock more upload slots for the editor. Also, getting a star coin will add developer notes to the story mode level where it was found when opened in the level editor (this notes will appear greyed out in the editor to show the player they are there and with a message telling that a star coin is required). Though, it is very important that we take notes of the level design decissions while making them, so they can later be included in these tips.
In the game, star coins can be used to unlock some secret levels in the overworld. They are not lost when doing this (like in Super Mario 64 or Galaxy). Star coins will emit a sound when you´re near them. This sound will get louder the more star coins you have, making it easier to find the last ones. This will be done on a level run basis: on the first run the star coins will make no sound at all. After that run, the star coins will make a sound and project a halo around them. The volume of the sound and the size of the halo will be proportional to the total number of star coins you´ve found through the game: volume = maxVolume*foundStars/totalStars. This way, hunting for star coins in the end game will be easier.
Conclusion
With this system we provide great value to both coins and star coins and also tie them to the editor.