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", may change) is an action-puzzle fangame by Xgoff, emphasizing speed and fluidity over the more usual slower-pace aspect of puzzles. As a result, some Mario objects that would otherwise slow down gameplay behave somewhat differently in an effort to make them less of an impedance to the solving process.
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. Mario and other items are subject to changes in gravity; they are able to move along walls and ceilings under certain conditions. In addition, online multiplayer may be an option.
MPUZ is one of the few games on MFGG that is heavily dependent on external files; 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 are shown in the HUD as icons. 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 paired 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
- Level dimensions: Grid is based on a 16 x 16 pixel tile/object size, up to 48 tiles vertically and horizontally
- Window dimensions: Undetermined, but will be a square as opposed to the usual rectangle
Trivia
- The current incarnation of MPUZ is actually the third revision. The first was entirely contained, and the second attempt uses external files. The third is basically 95% Lua.
- 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 might actually have enough content for a booth (but whether or not there will be a demo is unknown).