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1075879 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 12:28:54 PM
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1  Community / Townhall / Re: Kickstarter Live!! Project Sweat: 2D ARPG. on: June 22, 2013, 02:08:13 PM
this guy is ripped!

Very nice art, but are you sure you're not biting more than you can chew? That will be a hell of a lot of work to animate all that

Indeed he is =)

Thank you  for appreciating the work load that will be involved in the creation of all the animations. We have already estimated based from current work speed that the game wont suffer from this as the time we dedicate on the game is everything minus sleep needed.

The game is everything to us as it is both a way our thanks to the gaming world and what we love to do, our aspirations for what we add to the game are great but not unrealistic. and based on the funding we receive we will be able to produce more within our allotted time.
2  Community / Townhall / Re: Kickstarter Live!! Project Sweat: 2D ARPG. on: June 22, 2013, 01:57:56 PM
I mean, you have only a few assets but each asset is really well made.
And the composition of the assets is poorly done. Each asset look good on it's own but the level itself look meh.
The assets look great so kudos on that.
How do you know you will be able to create the game you want? From the coding\technical side? Wouldn't it be wiser to make smalller games or games you know you can tackle?

Thank you I shall make Steven aware of your praise on the art.

The level art is not the main focus right now as the character design needs to come first, what we have right now is for presentation purposes but take the 2x resolution version of the character, he is only 30% complete once he is complete (Provided we reach that stretch goal) we can make the playground he will interact with based on the feel of the game play.

The arrangement of each asset was done to show the base feel of the animations, movement, jump, attacks, collisions, etc... in the video.

The level design will be of equal quality as well as contain multiple interactive layers depth wise. so rest assured the game only looks a fraction as good as it will in the end. We will make sure of that.

Also the production of this game will be intensive but I see no issues in the coding side. personally I believe the art will have a much bigger undertaking than I will, due to this most of the end phase of production will make sure that the game is relatively bug free.
3  Community / Townhall / Re: Kickstarter Live!! Project Sweat: 2D ARPG. on: June 22, 2013, 01:09:58 PM
The art assets look good, but everything else looks so poorly done.
Like, you invested more time in creating a single asset than your entire kick starter demo\page.
Or maybe you bought the assets, who knows...
Looks odd.

I am a bit confused by this statement in general but I will try to answer to the best of my understanding.

The art is entirely done by Steven "JNXC" La,  there is nothing in the game that is paid for, or bought.
We want everything in the game to flow with one aesthetic mindset, AKA Steven's

Everything to do with programming the game, the Code, the game play, etc is on me. and everything so far has been made from scratch.
We were originally making the game on XNA, but recently decided to produce it via Unity.

I am unsure by what you were referring to with everything else. If you would care to elaborate I may be able to answer this properly. =)
4  Community / Townhall / Re: Kickstarter Live!! Project Sweat: 2D ARPG. on: June 22, 2013, 01:09:19 PM


That female art is just gross.

And I'm not seeing the Mana/Suikoden/RPG influences if it's mostly side scrolling like that.

The art and design style is mostly inspired by Hyung Tae Kim, It is not to everyone's taste. As much as we would like to make a game that pleases all, it is an inherently impossible task, ones like might be anothers dislike, and in a game there will always be something to love and hate about it.

The female characters are currently blacked out as a rough idea of proportions, but as it states we will be taking into consideration the posts, requests and popular demands to influence their end design.

Influences do not mean we are trying to copy a game or get it as close as possible. but we will be making parts of the game with a reminiscent hint of the games we refer to and others. this will be transmitted either by music, visuals, game play.

If you are a fan of Suikoden (Genso Suikoden 1 & 2 to be more accurate) you will be able to make the connections between the healing method (bath/sauna feature in Suikoden)

You might feel Suikoden references most from one of our stretch goals of world map travel. Or the resting points in town.

Remember it is still early days, and we have a long way to go. In the end you will pick up references that we might have not even intended, remember, game play experiences differ from one player to an other. =)

5  Community / Townhall / Kickstarter Live!! Project Sweat: 2D ARPG. on: June 22, 2013, 11:40:18 AM


Project sweat is a 2D ARPG to be released on Windows, Mac & Linux. The game aims to perfectly blend an addictive, challenging & fast pace combat system in a seamless multi-layered environment, with every single piece of content in the game being sprites. We're giving you 3 truly unique characters to play with in this beautiful world, and when we say unique, we mean it, each character will have its own play style, reminiscent of different game titles and genres.

The females concepts are currently blacked out as we're giving you our supporters the ability to influence their design and play.



For those interested in the game, more details are below (copied from our kickstarter page which has just launched), for those who just wanna help out, I'm grateful.

What are the influences?
The game mainly draws influence from the following titles

Ninja Gaiden: Black & Street Fighter 3: 3rd Strike (Combat system)
Suikoden 1-2 & Chrono Cross (RPG elements & customisability)

There are of course many other games from various other platforms and media such as 'Super Ghouls & Ghost' & 'Final Fight'. The art style is heavily influenced by Hyung Tae Kim, known for his works on 'Magna Carta' & 'Blade & Soul'.

What's the combat like?
This is Not a game where you can mindlessly mash buttons to survive, the combat will be based on a high risk high reward formula. You will have 2 attack buttons; fast & strong. The enemies will charge at you from all directions and try to attack you from varying ranges in different styles & have resistance to specific attacks from certain angles; reactions really pay off to be the most effective killer. In a nutshell, the gameplay is what you will get if you were to put Ninja Gaiden: Black on a 2D plane.

A base zoomed out outline of one of the levels in its early stages.


SO... WHAT MAKE THE CHARACTERS DIFFERENT?
With only 2 attack buttons you'd think we'd simply alter speed, strength, defence and range. That would make them unique amongst each other, but it's still not good enough. So here's the deal
• Each Character gains a unique boost when played at certain times, for example, the mage may have a raised attack stat at night if you decided to customize her to being a dark mage.
• The male/warrior of the game is a balanced character focusing on close combat. Utilising Dash cancels in nearly all animations. Always aiming to close the distance to be in a position where he's most dangerous - in their faces.
• One of the females is the 'ranger' focusing on speed and ranged attacks to keep enemies at a distance.
• The last is a fully customisable mage, you create her combos, decide what speed, power and magic she uses. You can have a pure fire mage, or mix and match from a vast amount of magical attacks in her very own skill chart to create a combo string which suits you best.

Visuals?
We wanted our sprites to have the animation fluidity of Street Fighter 3 & the visual impact of King of Fighters XIII. We decided to reject the flash & IK animation methods which breaks sprites up into pieces & manipulates them like a puppet. We want quality, but we will not sacrifice any of it for shortcuts, we want you to be able to pause at any time during any animation and see a perfect piece of art in everything we put in this game. This is a colossal task as the game will include 3 playable characters and an enormous amount of NPCs, creatures and bosses, each with a Huge amount of highly detailed sprites to keep the animation fluid.

Here is an example of a turn animation that's half complete


Think that's enough to separate us from the rest?...course not, Here's what will- Asymmetrical Designs; many sprites in games limit themselves to symmetrical designs to half the workload needed as they can flip the characters left and right. We're removing that limit, throwing that away along with that thing we call 'sleep'



Work on a Level that views part of the world.


Level Concept (This one will be pretty sick) ^^


One of the enemies that will be in the game.


In Game Screenshot, Pre-Alpha Version


Gameplay
The game will have a hometown which you will frequent, filled with shops, armory, inns etc. Heading outside of this town, you have a huge amount of areas to go to, the aim is to get stronger, clear levels, complete challenges & quests, and work your way up to killing bosses which plague the land. pretty standard so far? you level up by gaining enough EXP from killing enemies and completing quests, after completing a stage...you don't Regenerate your health. You have a choice, return to town and heal OR challenge the next area gaining more EXP than usual. Your character carries a very limited amount of items so you can't rely on that or on enemy drops, just your skills. Should you choose to go back to town, there are a few options; purchase healing items instead of saving up for that legendary weapon you saw, or heal at the inn (which has a sauna =] ). If you go for this option to recover, it uses the game internal clock, and slowly regenerates your characters health, here normally you'd have no choice but to go make a drink or something to pass the time; no- whilst you're resting in the inn or recovering in the open air hotspring, you can go explore with the other playable characters who may already be in the hotspring with you with full health after recovering from the injuries they sustained the last time you used them. You're managing ALL 3 characters (as if they were pokemon?...) and each will be needed to help obtain rare equipment and items for the other characters via quests.

Game Over?
Should your health reach 0 during a stage, you'll lose all your current EXP & we'll try appeal to that gambler side of yours. Give up this stage, and end up at the inn with maybe a missing item and fewer gold, Or... Get up off your knees and keep going, you'll be given a small amount of life to try again, but if you go down again, you'll lose more exp; What will you do?...

Thank You
We would like to thank you for taking the time to view our brief look on project & helping us with your pledges, comments & suggestions. If you aren't able to back our project or pledge but still want to help complete this game for everyone (We hope you can, no matter how small the amount may be, the support on its own shown from you makes a huge difference) then sharing this page with your friends and family would be wonderful too. Also sharing and liking the projects Facebook page, you could even talk to the members should you wish to ask anything not covered on our kickstarter page.

More Information regarding features, Stretch goals, aspirations, current updates to come once or kickstarter page is up. (which is really soon!)

Check us out on:

Kickstarter: http://www.kickstarter.com/projects/1416086238/project-sweat?ref=live

IndieDB: http://www.indiedb.com/games/project-sweat

Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=145040018

Facebook: http://www.facebook.com/HumidGames

"Ok, it's not a huge thing, but when making my 'dream game' I can't thank everyone/everything which influenced decisions enough, but one way I thought of doing so is to pay tribute to things that have affected my life so far. One of the things (and the reason I got into fighting games) is the infamous video of Daigo Vs Justin at evo '04. as a tribute to that particular event, the game will have an achievement like feature, where if you say defeat a miniboss with 1hp, you unlock an item etc and the achievement title 'Lets Go Justin!' " -Steven L-a "JNXC"-

"All in all this is our pet peeve, the thing we live and breath day in and day out, working on this and sleeping the minimum we must to continue getting this game under way is our thanks to all the games that we have experienced through our lives as gamers so far, this will be one of many games to come, and as our first game to you guys we intend to make it one you will remember! <(^.^)>" -Mikaël T.J Hernandez "Siniestrum"-
6  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: June 22, 2013, 11:21:14 AM
Hi all, Im here as I am starting my journey with JNXC in the indie game world and hope to bring out a game that both looks and feels great to play, the first in our line of development will be the currently named Project Sweat, under the company name of Humid Games. My Personal Background is a for ever no life teen, obsesed in gamming and programming, Finished my superior levels in standalone application development back in Spain, so about a good 4 years of IT studies, although I spent most of my teens coding anyway. After a year working as a web developer back in London I decided to group up with JNXC to make games and agreed to work on his pet project first. As far as what I do nowadays, well, I sleep and then work on the game. and the same goes for JNXC, We do it because we love what we do. this is what we always strived to do and now have found the momentum Develop this in such a frantic way. If you have any questions feel free to contact me =)
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