Sure, some might say Wario is just Mario with an up-side-down turned M, but here are some reasons why it's better:
- More variety of moves, to those who don't know the game (and don't know what they are missing):
- You can walk, jump and swim just like in a Mario game, but you can also
- Box (enemies, walls, etc.)
- Stomp on the ground (also introduced to newer Mario games)
- Pick up enemies and throw them (to kill other enemies and to destroy some special walls which only could be destroyed by thrown units)
- Special moves (for example some units could set you on fire, frost you or make you dizzy, changing you repertoire of moves)
- More complex, nested levels
- Humour, Warios animations were always good for a laugh
- Story, well not that much, but a nice twist on the original princess rescue mission (you had to "rescue" your money)
- and Warioland II only: Different story turns and endings, depending on what exit you chose on some levels
Well back on the project:
Engine / Graphics: I plan to use Penjin as the engine, it might be mostly undocumented, but we have its creator right here in the community and it already runs on the Pandora, too. I will be 2D tile-based (of course), with a foreground layer, a background layer and collision layer (or maybe every tile gets a separate collision layer...)
Gameplay: It mostly will be like WL2, with some added mechanics from the sequels and some community ideas (so speak up if you have one).
Story: It's a secret , but I might add that I also plan to have multiple different endings - it won't be anything to show off though, as much as I like games with a great story, the main focus of this project will be the (variety of) gameplay.
Nothing is fixed though, I am always open for ideas.
I have already started programming, but there is nothing to show yet, I have to get familiar with the engine first.
However, I don't want this to be a one-man-project, so this is a call to all those interested (coders, artists and musicians alike) to help me. Just PM or reply right here, I don't bite
I would like to keep the team small though (lets say 3-5 people). I think more men can come up with more ideas, but too many ideas are hard to realise.
Well, that's enough for a brief introductory...