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1135020 Posts in 47663 Topics- by 39003 Members - Latest Member: patrickd3

July 03, 2015, 09:03:50 pm

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TIGSource ForumsFeedbackDevLogsRico & Bip [working name] (3D Platformer)
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Author Topic: Rico & Bip [working name] (3D Platformer)  (Read 379 times)
kiddRaddical
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« on: June 27, 2015, 10:35:23 am »

Hey TIGfolk,

Haven't posted here in *ages* but I figure it'd be fun to start posting on some stuff I'm working on more recently. "Rico & Bip" (better title coming...eventually) is a side project of mine that I'm pretty excited about. Basically, it's a momentum-based 3D platformer set on an alien planet. The aesthetic is hugely inspired by nineties fashion and sensibilities (like most of my stuff).

The gameplay is still kinda nebulous but the starting point was inspired by the classic 2D Sonic games, but with the principles translated into three dimensions. Speed will be a factor, but the focus will be more on open, non-linear level design, and mechanical depth/richness.

So yeah, hope you like it so far, and hopefully I can be more consistent around here  Coffee


First gameplay test


The titular characters (kinda old render but WHATEVER)


Rico doin a lil flip


Showing some of the basic mechanics


Do rad shit like run on missiles (still janky + ignore the text at the top)
« Last Edit: June 27, 2015, 10:51:51 am by kiddRaddical » Logged

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Oliver A. Thunaes
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« Reply #1 on: June 27, 2015, 11:04:45 am »

Looks very interesting! (And cute) Following to see how it goes!
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cynicalsandel
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« Reply #2 on: June 27, 2015, 11:12:52 am »

Looks interesting so far. You already addressed the name, so I won't bother complaining about that.

At least from the gifs it looks like the weight behind the characters feels nice, and the speed definitely gives off some Sonic vibes.
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JctWood
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« Reply #3 on: June 27, 2015, 12:38:03 pm »

You had me at momentum based and 90s fashion!
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kiddRaddical
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« Reply #4 on: June 28, 2015, 05:41:16 pm »

Here's another missile-hopping GIF, gonna be expanding on this mechanic a lot. One of the main twists this game has on the platforming is that "death-touch" isn't really a thing on the enemies/missiles/etc, so you can hop around on stuff and fool around acrobatically (eg use enemies/missiles as platforms, have enemies kill each other, etc)

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Polygonzo
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« Reply #5 on: June 28, 2015, 06:13:15 pm »

Sounds rad. Looking forward to seeing more of this! Hand Metal Right
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Kitheif
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« Reply #6 on: June 28, 2015, 08:21:10 pm »

Super cool man, definitely watching Wink
What tools are you using?
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Collarblind
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« Reply #7 on: June 28, 2015, 11:16:24 pm »

I think it's kinda awesome how you managed to design characters that are cute and rad at the same time! They're like awesome, powerful, wall running, alien kids from the 90's!! Amazing!

I'm intrigued by the score at the upper left corner. Do you have to actually kill enemies to score or can you make it by doing acrobatic tricks and other cool stuff? Both would be nice!

Keep up the good work!

And I'm following. Beer!
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kiddRaddical
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« Reply #8 on: June 29, 2015, 01:15:26 pm »

Thanks for the kind words everybody  Beer!

@Collarblind: yeah that's exactly what I'm going for! I plan that you'll get points for destroying enemies the "normal way", but you also will get style points for chaining enemies, using enemies against each other (i.e. throwing missiles back at them), etc. Your score resets if you lose a life; might make it so you can spend your points/coins on persistent upgrades.

@Kitheif: The game's built using Unity (all C#) and Blender3D for the models. I texture using a combo of Paint.Net and Blender's built-in tools
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Kitheif
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« Reply #9 on: June 30, 2015, 01:29:21 pm »

Oh cool! Thanks for saying.
Keep it up because your characters are cute af and that gameplay has major potential  Smiley
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