Design Document

Story

The player takes on the role of the star of the series, Mario. The objective is to race through the Mushroom Kingdom, survive Bowser's forces and save Princess Toadstool. Players may gain one point of health for Mario if they pick up a mushroom, which allows them to take extra damage from most enemies and obstacles. Players are given a certain number of lives, which are lost from Mario incurring too much damage, falling in a pit, or running out of time. Mario's primary attack is jumping on top of enemies, though many enemies have differing responses to this. For example, a Goomba will flatten and be defeated, while a Koopa Troopa will temporarily retract into its shell, allowing Mario to use it as a projectile. These shells may be deflected off of a wall to destroy other enemies (though they can also hurt Mario). An alternate way to damage enemies is with the Fire Flower, an item which allows players to shoot fireballs. A less common item is the Starman, which often appears from concealed or otherwise invisible blocks. This makes Mario temporarily invincible to most hazards. The game consists of eight worlds with four sub-levels in each world.

Intro

This is the Menu screen that will switch after a period of inactivity to an automated play through of one of the levels.

The tile of the game is at the top and below it will be the last score of play. Then beneath it will be a selection between one player or two players.

Controls

The arrow keys will control movement of Mario in the respected directions. There will be a squat ability when there is no downward movement availible. The A key will provide the jump function that will operate with the arrow keys. For instance, if the player is pushing the right arrow key and pushes the A key then Mario will jump in the right direction. The S key will the actions. Mario will be able to shoot things and pick things up.

Sounds

The original Super Mario Bros. sounds.

Camera View

Mario is a side scroller. There are two limitations on the camera. The first is when mario reaches one of the ends of the level (start or end) the camera stops panning and lets mario move. The camera for the rest of the level keeps mario centered. If he moves up or down the camera will keep him centered except when the edge of the level is reached.

Engine

The java game engine I have built for previous projects.

Characters

Main Character

All stages need these following actions: Standing, Dyeing, Walking, Running, Jumping, Swimming

The stages of mario when power ups are applied:

Little Mario: This is the stage of mario with no power ups. No extra actions

Big Mario: This is when mario gets a brown mushroom. Looks the same as little mario only twice as big. This works with other power ups. Only one extra action: Squat.

Fire Mario: This is when mario gets a Flower and is able to shoot fire. The outfit he wares is changed to an appropriet color. The extra action is one that represents him shooting the fire ball.

Star Mario: This is when mario gets a star and is able to kill anything. The outfit will flash between three colors. There are no extra actions.

Reference images

Enemies

Kuppa

Green Turtle

Red Turtle

Flying Red Turtle

Spike

Beetle

Bullet

Venus Fly trap

Cloud Guy

Level 4 Headline

Levels

Weapons

External Game Elements

Most of these elements will have their own design documents.

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wiki/projects/mario/design_doc.txt · Last modified: 2020/11/19 14:21 by 127.0.0.1
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