MPUZ
| MPUZ | |
|---|---|
| No image | |
| Developer(s) | Xgoff |
| Announce Date | 9/12/2006 |
| Release Date | 9/12/2016 |
| Genre | Action Puzzle |
| Players | 1 |
| Input | Standard keyboard |
| Medium | Multimedia Fusion 2 |
| Platform | Windows |
| Status | In development |
MPUZ (contraction of "Mario Puzzle") is an action-puzzle fangame by Xgoff relying heavily on high-speed thinking, as opposed to thoughtful contemplations. It is because of this that levels are designed seamlessly, and therefore with somewhat different behavior of linking objects such as pipes.
Overview
MPUZ is an action puzzle game that often relies on high speed solving, instead of deep thinking. Because the gameplay is supposed to be as seamless as possible, level objects such as pipes behave slightly differently than they do in traditional Mario games, or other fangames for that matter. In addition, as recently disclosed by Xgoff, is the fact that Mario and other items are subject to changes in gravity; they are able to move along walls and ceilings under certain conditions. However, there is a chance that this feature will be removed pending the amount of SMG clones that appear on the MFGG main site. In addition, online multiplayer is planned.
MPUZ is one of the few games on MFGG that is heavily dependent on external files; the graphics, music, and backgrounds can all be changed. All objects will be scripted in Lua, making it easy to add more objects if needed; the level editor will include the option to package custom scripts with the level. MPUZ's engine will be a share similarities with XMODEL, an planned open-source engine that may be released sometime afterward.
Each level in MPUZ contains its own set of "rules" which dictate how the level is played; these rules are displayed before the level begins, and can be called up during play. For example, a level can contain a time limit or a specific goal that needs to bet met to complete the level. Mario can also be subject to rules; abilities like running, crouching, wallkicking, or even jumping can be disabled.
Due to the cancellation of Mario: Revolution, Xgoff is planning on recycling various assets from the game and using them in MPUZ. Most recycled content will be locations and bosses, with the bosses retaining a similar battle strategy as they would have in M:R.
Technical Information
Each object is defined through a Lua script; this script contains both the coding for an object and an embedded INI section containing general information such as editor descriptions and tile/animation information. All objects are provided three property values, which may be strings or values, which can be used to interact with other objects (for example, one property may determine what object will come out of a ? block). Objects are also given what's known as a Link ID, which allows objects to be connected in some fashion (ie pipe-to-pipe, blocks-to-switch, etc).
The default tileset may be a heavily edited version of Black Squirrel's 2007 tileset, with some custom objects and tiles. However, Xgoff is interested in having a totally original graphics set, though whether he will outsource one or make one himself is unknown. It will also be possible to have entirely separate tilesets which can be used for custom levels.
Other Information
- Current level format: 24 x 24 grid of 16px x 16px objects (1 block); depending on performance, level dimensions may be increased to at least 2 x 2 or 3 x 3 blocks.
- Game window: 416 x 416; with a 384 x 384 gameplay area
Trivia
- The current incarnation of MPUZ is actually the second revision. The first was entirely contained, while the current attempt uses external files.
- MPUZ and its utilities are Xgoff's most recent attempt at increasing the modularity and efficiency of his engines, especially through external file support.
- MPUZ was planned to be shown at NCFC, but internal changes with the game soon ruled out this possibility; however, should there be a 2008 NCFC, MPUZ may be complete enough to warrant a booth.