TIMELINE This is a timeline of our progress on Mushroom Kingdom Adventure! (Previously known as Super Kyasarin, and Birdo RPG.) January 2012 - Started work on Super Kyasarin. Developed cover art (now obsolete) Started developing sprites, backgrounds, and objects Started developing battle system February 2012 - Super Kyasarin screen shots now displayed on website. Battle system initiated Made video where Birdo meets Kammy Koopa Made battle with green toad Re-worked menus Made battle with blue toad Started developing boss battle: Grodus Started developing boss battle: Crystal King Reworked Birdo and Kammy Koopa Sprites Kammy Koopa received new sprites Started making HD custom Kammy Koopa sprites Story Development The playable blue and white magikoopas are done, each with unique abilities. Over scripting has been fixed (no more glitch cheating to get extra moves, which was a glitch discovered Wednesday by a tester.) To ensure safe, fare gameplay, move options are disabled during a current move. Crystal King is about 90% complete overall. Grodus is around 75% complete overall. Fixed cross object emmition on health bar. Game is now faster Fixed lags Reworked Kammy Koopa animations Added help bubbles and tooltips March 2012 - First Crystal King video published Started development on Birdo's House 3D move created 3D move sprites created Fixed birdo jump glitches Fixed door glitches Fixed Crystal King Glitches Birdo's House video published Reworked Main Menu Started Prologue video development Added speech sfx Added CINE system Peach's castle video is done and published (v1.0) Kammy Koopa video is done Revised video where Birdo meets Kammy Koopa Started developing pause menu Added button sfx Added Stats Pause Menu Added Controls Pause Menu Developed new save system Developed new load system New Peach's Castle first movie background Player can now save to 3 different game slots Added Load Button to Pause MEnu Reworked Main Menu Reworked Base Game controls Added full screen button to main menu Added full screen button to pause menu Added Item System Configured functionality for item slots First minutes of gameplay (v2.0) video is published Fixed grodus glitches Patched player battle moves Fixed jumping glitches Added new moves Made, Remade and reworked Kammy Koopa sprites Began work on Aurolleia Collectur Began work on Bowser April 2012 - Fixed Crystal King glitches Remade Crystal King background (higher definition) Fixed Crystal King glitches Kammy Koopa can now remount her broom in battle Reworked Kammy Koopa Sprites Filmed and published Crystal King preview (v2.0) Crystal King testing NEW COVER ART! Reworked main menu Fixed door glitches Test Play May 2012 - Added support for VM3D module. (Vinfreild "Magic" Third Dimension Module) Incorporated VM3D into current already made Super Kyasarin world areas and buildings. 3D move changed to VM3D Move system. Crystal King AI update Pause Menu Updates and Fixes New Artwork for Birdo! (Complete re-texture and makeover! Birdo is now pretty!) Kammy Koopa receives true walking animation. Kammy Koopa graphic and animation changes. Added Bowser for testing purpose. Started development on playable Princess Peach character. Created advanced item use and detection system, incorporated into pause menu. Created first instance of main enemy. Shannar Koopa created. June 2012 - Princess Peach playable character roaming mode finished. Kammy Koopa graphic fixes. Crystal King animation make-over. Crystal King 100% Finished Incorporated VM3D in all areas and fixed Birdo's house. New layer system for whole game! (All new re-made graphics) Video sequence fixes Character change system added. Incorporated item menu into battle mode. Created new battle system for easier enemy creation and sequence flow. Collision system updates. Entire program engine inventory resorted. New idea and system for partners, and main characters. (you now unlock main chargers and partners) Started building interiors. NPCS system developed. NPC AI path system developed. NPC speech system developed. Added 4 NPCs. July 2012 - Work on extending story mode. New video - Prologue Part 1 Instructional system developed. Birdo graphic updates. Collision system updates. Testing and building re-working New cinematics New Birdo Animations! Super Kyasarin integrated into Baelin&Lonuma Workspace Program! Player Partner engine created. August 2012 - Super Kyasarin integrated further into Workspace. Super Kyasarin external load operation started. Super Kyasarin memory consumption reduction operation started. Super Kyasarin 3D Render world under construction. Player Partner Engine improvements. New World Enemy system. New Multi-enemy battle system. Attacks revamped, players and enemies now have attack, defense, power-ups, upgrades, etc. all affecting battle. New Kammy Koopa Broom flying system. Bowser added as playable character. New Player Collision system. Complex AI started for recognizing the main character has switched, and where to place them in a new area, as well as partners. AI added to determine where to push the switched player in outside of the camera view to put them back into playable mode. Local Height engine added to remember what the absolute height of each area is, or where the player currently is, to determine where to place new characters after switching. AI added for moving into new areas. Graphic re-vamps. (Areas redone in 3D) Music switched to externally load system. Absolute music loop system developed. Pausing game stops all Mnemosyne outside of pause menu. September 2012 - All player's collisions greatly improved. New Gravity System New textbox system - text now scrolls, is skippable, and player's taking animations will sync up to the scrolling text, able to stop when the text stops. Major graphic improvements on prologue areas, and Peach's Castle. SPEECH NODE added to show when a specific player is speaking. Cinematics remade, using new movie system,, with updated textboxes. Animation improvements. Super Kyasarin game resolution greatly increased. All menus and backdrops remade to fit new game resolution. All new music system for in game. Absolute loop tracks and system perfected. Loading game improvements, and save game improvements. All new music system for the music gallery on the main menu. Kammy Koopa 3D model being remade from start. Kammy Koopa 3D model finished. 3D Toadsworth model's armature remade. Models animated for future game covers. Large images, such as the pause menu contents, now externally loaded. October 2012 - 3D models improved. Spiral Staircase testing in game. (Can CPU control player if hitting a collision box to guide them up a set of spiral stairs?) Spiral Staircases testing solved. Planning for new official name for 'Super Kyasarin' begins. 3D models posed for cover art. Cover art developed. Birdo 3D jumping system made. Birdo 3D jumping system perfected. Building doors animated. Doors can now be linked to other doors to go in buildings. Interiors under development in Super Kyasarin 3D world for render. Super Kyasarin Story Progression in work. Super Kyasarin is now "Birdo RPG: Adventure 64!" |