Remember Super Mario War? That amazingly popular fangame that slowly died and faded into obscurity? Well, it's coming back, as Super Mario War: Stomp Arena, and I have an interview with the person who envisioned it! EON8ight!
PS: So, when did you decide to recode Super Mario War (SMW)?
EON: A combination of factors led to me wanting to rewrite SMW. Most
significantly, when I learned of Florian Hufsky's passing, I wanted to
continue his legacy in some way. I remember reading that he envisioned
72dpiarmy as being a gathering place for ideas and creative minds, and
although I'm not sure how creative a rewrite-of-a-rewrite can be, ideas
are definitely something I can bring. I was also influenced greatly by
Minecraft; I had decided that if someone out there can make a
groundbreakingly popular game, I can too (or at least try to). On top of
everything else, I also wanted to help develop and support SMW myself,
but honestly, I couldn't be bothered to teach myself C++ while I was
still relatively new to Java.
PS: The level editor is a lot different from the original. Is there a reason you decided to change it?
EON: The biggest reason we changed it was because we were able to. A fully
mouse-driven GUI is a lot more intuitive and easy to use than a
keystroke-based one. It's like if you had to use Word or Photoshop using
only keys - it's a lot simpler with a mouse.
PS: Will there be a lite version of the editor?
EON: Anything's possible at this point. We released Pre-Alpha 3 not too long
ago - the game's still early in development. It's not our highest
priority at this point, but somewhere down the road we may add a more
"retro"-style editor (that's what lite means, right?) alongside the
current editor.
PS: Is there anything we can expect from Super Mario War: Stomp Arena (SMW:SA) that wasn't in the original SMW?
EON: Absolutely. We've already shown you guys a few new features - increased
map size, a new editor, and more map options - but there's still many,
many things we've been working on that we haven't shown you. Like mod
support, for example. I don't want to spoil any surprises, but back in
'06 and '07, the three most requested features for SMW were slopes,
swimming, and netplay. We've already included slopes. One of those other
two features will likely be included within the next few releases.
PS: Are there any modes you plan on bringing back?
EON: All of them! Hopefully, at least. It's going to be somewhat of a slow
process. Like I said, we're still very early in development. However,
incorporating all the features of the old SMW is one of our top
priorities. JM has written a base for all game modes, so modes are
actually easy to add. Right now, aside from a developer-only mode to
help test the game, we have Classic. The next modes I can imagine being
added are Frag Limit and Time Limit, although those might be combined
into Classic as mode options.
PS: Do you think that this game will make the 72dpiarmary forums popular again?
EON: I can't say for sure, but I definitely hope so. I remember 72dpi's glory
days, and when I came back to this place a few years ago, things had
gone downhill very quickly. As soon as we get a proper 1.0 release out,
with enough publicity, 72dpi might be back to the way it was back in
2007.
PS: Do you think the game itself will be popular?
EON: Like the previous question, I can't say for sure, but I think it will
be. I wouldn't write this game if I thought no one was going to play it.
I have a good feeling about the way things are going, and with enough
publicity, the game could be as popular as the old SMW was.
PS: Have you worked on any other games before? What were they?
EON: MW:SA is the first real game I've written. I've written terrible,
terrible "games" for high school computer science classes, but they
sucked and they don't count. This game definitely won't be my last,
though. Once SMW:SA is released, easily maintained, and popular enough, I
plan on writing an RPG-style game similar to Pokemon, but more
expansive. I'll probably take some ideas from /vp/ when I get started on
that. They always have good ideas.
As for other programming
endeavors, I was recently hired by my friend Vic to do server-side work
in PHP/MySQL for his graphic/web design company (shameless plug: http://www.leangraphics.net/), so hopefully that'll lead to good things.
PS: What is your favorite part of working on the game?
EON: That's a tough question. Working on the game itself has been a great
experience. I'd have to say my favorite part is seeing people use what I
made. It's a pretty rewarding feeling. Another great part is working
with JJames and JM on this project. They're great guys, extremely
knowledgeable, and this project certainly wouldn't be where it is right
now without them.
PS: Well, nice talking to you!
EON: Thanks! It was my pleasure.
Excellent interview !
ReplyDeleteCan't wait for a stable release of Stomp Arena. Thanks for sharing this.
Don't mention it! If you like this, check out my other posts and, who knows, I might post more info on Stomp Arena here!
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