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878841 Posts in 32941 Topics- by 24349 Members - Latest Member: Ozymandias

May 22, 2013, 06:59:47 PM
TIGSource ForumsDeveloperFeedbackDevLogsFreedom Planet (Kickstarter Success!)
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Author Topic: Freedom Planet (Kickstarter Success!)  (Read 10754 times)
Strife
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« on: January 12, 2012, 05:21:46 PM »




Freedom Planet is a stylish platform adventure that pits a ridiculously fast dragon girl and her friends against an alien invasion force. Its retro-styled graphics, tight gameplay and charming characters make it feel as though you're playing through the golden days of the Sega Saturn or Playstation 1. The game features voice talents from around the web such as Sean Chiplock, Edwyn Tiong and Dawn Michelle Bennett, as well as sound designs from Akash Thakkar and gorgeous music composed by both Woofle and the game's producer Strife. Freedom Planet may only have a demo so far, but it has already tickled plenty of itches with its straight-to-the-point platforming action.

:: Story ::
The ruthless warlord known as Lord Brevon has crash landed on the world of Avalice. His surviving crew learns of three nearby kingdoms - the water city of Shuigang, the forest metropolis of Shang Mu, and the sky nation of Shang Tu - that are powered by an artifact known as the Kingdom Stone. Brevon sets in motion a sinister plan to manipulate the three kingdoms into attacking each other, knowing that when they are weakened, he can take the stone and use it to repair his dreadnought.

Meanwhile, two young girls, Lilac and Carol, are on their way to the annual pilgrimage to the Kingdom Stone - not to pay tribute, but to steal money from the rich so that they can continue to live by themselves in their treehouse. Along the way, they notice an airplane falling from the sky! They race across the valley to rescue the pilot, Torque the Shellduck. Little do they know that Torque is the only one who knows about Brevon's plan, and he cannot stop him alone...

:: Features ::
* An engaging Story Mode with fully voiced cutscenes
* A streamlined Classic Mode for players who just want to focus on the action
* 6 distinct stages that are rich in obstacles and secrets
* At least four boss enemies per stage: two end-of-act bosses and two sub-bosses
* Five elemental shields, each with their own benefits
* Collectable cards that unlock bonus features
* Smooth 360-degree physics with slopes, curves and loops

:: Screenshots ::

Dragon Valley
Relic Maze (early build)
Newer screenshots

:: Character Art ::

Lilac - Carol - Milla - Torque - Spade - Neera - Serpentine - Lord Brevon

:: Videos ::

Relic Maze (NEW)
Dragon Valley

:: Audio ::

Soundtrack Demo Reel
Voice Acting Demo Reel

:: Contributors ::

While I've done most of the work myself, I've recruited various people to help me with certain parts of the game's development:

Blue Warrior - Music (base)
Damizean, MCKaosu, and LarkSS - Base engine (Sonic Worlds for MMF2)
Woofle - Music (tweaking and mastering)
Ziyo Ling - Character Design (specifically the three female protagonists)
Arnaud Tegny - Artwork

:: Follow Us! ::



« Last Edit: May 03, 2013, 01:35:27 PM by Strife » Logged

Strife
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« Reply #1 on: January 12, 2012, 05:22:20 PM »

Hey everyone! While I'm no stranger to these forums, this is my first DevLog here. My original "blog" for the game is in a thread on the Sonic Fangames HQ forums, but since the project is becoming more and more original by the day, I figured I might as well expand it outside the Sonic fangaming community. This is my most ambitious project to date, and I hope to see it through to its rightful end.

To kick things off, I've been working on replacing all of the remaining gameplay objects that are directly ripped from Sonic the Hedgehog. The game no longer has rings, but bright red flower petals that have the same effect. I've changed the HUD to reflect this:




Basically, I'm taking the same route that Epic Megagames did with Jazz Jackrabbit - Paying homage to Sonic while still offering a different style of gameplay.

On an unrelated note, I hope to get a web page up in the near future. I just gotta motivate myself to draw the graphic layout.
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Conker
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« Reply #2 on: January 12, 2012, 05:25:19 PM »

The characters  Kiss

hehe will be watching for more.
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Strife
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« Reply #3 on: February 09, 2012, 06:37:16 AM »

Thanks! ^_^

Seeing how I live in the Nordic region, I may just submit Freedom Planet for the 2012 Nordic Game Indie Night. The deadline is March 12, and I'll need to figure out if I have enough free time to get ready for it. I'd have to make some additional content and get everything in show condition, which means I would need a few bug testers to ensure that nothing goes wrong during the event (as people will be able to play each of the entries).

I'll post another update when I've made a decision.
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Windybeard
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« Reply #4 on: February 09, 2012, 08:31:59 AM »

This looks awesome, I love the graphics and those characters are incredible. From the screen shots im sure this is going to be a great game.
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Strife
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« Reply #5 on: February 14, 2012, 02:43:00 AM »

Thanks!



I've got the title page and Game Over screens finished now. ^_^

I'm currently working on adding joypad compatibility, since only the keyboard can be used at the moment. Since this is MMF2 I'm working with, I'll need third-party extensions to make this possible, which would kill the game's compatibility with flash/iOS/etc. I could, however, make another copy of the runtime with the extensions removed if I ever plan to port the game to those other systems.
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« Reply #6 on: February 14, 2012, 03:15:34 AM »

I use MMF2 aswell and have to say that its only real draw back is its lack of proper joypad support, Ive done it in the past but find its alot of work for something that shouldnt be.

good luck with it. I was going to do the same for my game but it would change the entire game mechnics just for joy pad so im not sure if im going to bother with it.

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Strife
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« Reply #7 on: February 17, 2012, 07:42:42 AM »

Good news folks! I got permission to use an input mapping engine for MMF2 that was crafted by someone else. It includes support for keyboards, joypads, and mouse buttons and even allows you to save your control schemes into separate profiles.


I've been working on one of the hub areas as well: Lilac's Treehouse.



Inside the treehouse, players will be able to, among other things, save their game and look through all of the special items they've collected. Several of the game's cutscenes will also take place here, of course.
« Last Edit: March 16, 2012, 11:01:14 AM by Strife » Logged

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« Reply #8 on: February 17, 2012, 08:33:30 AM »

And all of the sudden, these screenshots make me think, "Did I accidentally stumble into DeviantArt?"
« Last Edit: June 13, 2012, 08:23:17 AM by Player 3 » Logged

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Strife
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« Reply #9 on: March 16, 2012, 11:00:09 AM »

Hey, it could be worse. xD At least the sound effects are the only blatantly Sonic thing left in the game. Otherwise it's pretty much on par with Jazz Jackrabbit.

Woofle and I have been making excellent progress with the soundtrack. I've been composing the base songs while she does tweaking and remastering. She should have some demo clips uploaded once we've finished a few more tracks. :D

Anyway, screenshots ahoy:



Stage select screen for Time Attack mode. I'll probably use a different method of selection for Adventure mode.



I don't think this miniboss's weakness is intuitive enough... I'll probably make it vulnerable to normal attacks as well, with the weakness being more a of a time-saver.
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Strife
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« Reply #10 on: April 03, 2012, 12:13:27 PM »

New video up!

http://www.youtube.com/watch?v=WtQOY0R47LY

This shows about half of Relic Maze Act 1, along with some of the changes that have taken place since the last video. Shields have also been implemented; Collecting 5 of the keystones that robots drop will reward you with a specific type of shield, depending on the color keystone you have the most of.


Also, today I was contacted by one of the guys who's running this year's NGIN, and they're interested in trying out the game for themselves. This means that there's a remote possibility that it could make it to NGIN! Until I'm absolutely sure, though, I'll keep my fingers crossed.
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Conker
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« Reply #11 on: April 07, 2012, 07:44:02 PM »

Very cool. :D
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spolvid
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« Reply #12 on: April 07, 2012, 08:39:35 PM »

Looking good, but I think it needs more blast processing.
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Strife
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« Reply #13 on: April 12, 2012, 01:36:16 PM »

Blast processing for MMF2 games would be the best thing ever. :D



This is what I've drawn so far for Relic Maze Act 2's background. It's going to feel almost like a completely different stage, but it has just enough in common with Act 1 to tie them together.
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alastair
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« Reply #14 on: April 12, 2012, 07:17:18 PM »

Game looks great!

I got permission to use an input mapping engine for MMF2 that was crafted by someone else. It includes support for keyboards, joypads, and mouse buttons and even allows you to save your control schemes into separate profiles.

Which engine is that? I read that initially as a new input extension Sad
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