Hello everyone,
We are Goya team, an young indie mobile game dev team. Say "Hello!" to the world now guys!
We’ve just released this game after 4 months hard working:
OMEGA - The first movement.
Link down game:
https://itunes.apple.com/us/app/omega-the-first-movement/id953741990?l=vi&ls=1&mt=8Here's the link for trailer:Here's the link for demo clip:Here's some ss for the first imagination < if you guys don't have time to click the links above >
We really would like to share our game's making process, in order to give out and receive more knowledges, since yeah sharing is. Any feedbacks are warmly welcomed with all our thankful hearts XD.
And, since I'm not a native English speaker, so if just anything of my words that make you guys confused, please tell me too.
This is the contents we will post in a row, on this game making process topic
1.Overall views about the game
2.Growing idea, prototype, and fail prototypes
3.Storyline though game, Concept, Sketch, and Final art
4.Unity or Cocos2Dx
5.Animation+ Effect: research and solve
6.Work with composer
7.Presskit + Trailer
8.Public test and won the Hot new game reward in Comic Con HCM 2014
9.Problems we had to face up with in the whole process
10.Released and Self-publishedFollow our journey here or our blog:
https://goyastudiogame.wordpress.comVisit our homepage for more info:
http://www.goyagame.com--------------------------------------------------------------------------------------------------------------------------------------------------------------
1.Overall view about Omega - The first movementBasically, the first point about our game is that it offers and mixes elements from both classic rhythm-based gameplay and battle action gameplay.
With this game, you can experience both intense moment of action battle, a light touch of strategy while feeling the beats of music.
And furthermore, this game has a steampunk mechanized theme storyline throughout levels in Story mode and Hard mode, before unlocking Survival mode.
Game typeRhythm-based action battle game with storyline through levels.
In general, the main gameplay is inspired by the rhythm-based games like Tap Tap, Deemo, Guitar Hero, Audition, etc…. with countervailing battle theme implemented.
Gameplay with 5 steps1. Each turn, choose one from three actions: attack, defense, charge up
2. Listen to music, hit 2 main buttons to match the certain beat, deal with the puzzles according to musics’ rhythm to get as many action points as possible
3. Show time and enjoy the outcome of this action
4. Hit Buff Button and fill the Powerup bar, for the ultimate power atk onto the enemies
https://www.youtube.com/watch?v=wPIwhF6f9UA5. upgrade system, for not only add on more beneficial status, but also change the whole image of your character Omega's skills
https://www.youtube.com/watch?v=76BQgcz3UIw&feature=youtu.beStorylineIn Omega - The first movement, you play the role of the lonely guitarist name Omega, who is now the only human being that left in this world, after the Grand Industrial Revolution at the early of 20th century, when people were continuously mechanized into cyborgs with the desiration to reach perfection. He thinks that he has a mission to defeat the Main Frame boss to change the world into its old self. He has to face up with waves of robots and cyborgs in his way.
However, in order to be stronger, enough to fight back all enemies, he has to sacrify and mechanized some part of his body. Then time after time, he become a cyborg himself.
In the game, through levels, you will discover more and more about this storyline, what Omega will find at the end of his journey, and understand more about this world.
Key features-Inovative style of music and battle game. Bring a new vision of original music game
-Quest systems, upgrading system brings new stunning Skill effects
-Storyline with various of high quality arts implemented ingame
-3 individual modes: Story, Hard and Survival, with various of puzzles to deal with in each level
-Customized background musics for each circumstances of levels and storyline by Ik-sound, best known for composing Background music and Sound Effects for Cut The Rope 2, Mystery Expedition: Prisoners of Ice, …
PlatformIOS and Android are the current main targets
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This is how we made this game Omega - the first movement from the very first start. The whole process is of course not perfect, but we tried our best the whole time and had a very worthy happy time, so we hope you guys may gain some experiences from reading these lines. 2.Growing idea, prototype, and fail prototypesWe're a team of 1 programmers, 1 game designer, and 3 artists, we always work together from all steps, including designing gameplay, making concept, testing, and also self-published marketing steps too (this self-published stuff, as I think, is kinda a hard and strange field that almost all indie developers must face up with)
This is the second product of us, right after Tiny Busters, which had 100k installations in the first 3 weeks on Google store.
1.With this second game, at the very first, we did choose out 2 main traits that we wanted to follow the most according to our current situation:
-This must be a small scope game ( not a very tiny/mini one, but must not be "complex" since we didn't have much time and money, and making kind of 6-months worth working game was kinda out of budget )
-Create mood for gamers while playing game. Since we really wanted to bring out something that could resemble our team into our game.
2. We gathered all around, with our game designer as the main host, we talked about what we liked to make the most, list them all out on board,
brainstorming out the options for these points that just had listed and having fun all the time talking about the possibilities of each options, it was really fun, like a word battle between our team members, since each ones had to protect their idea and options. We tried our best to break our limit, try new genres and mechanics too.
Of course, all options, as i said above, must follow the 2 main traits.
With all options/gameplays, we wrote down their own stregths and weaknesses, and in the end of the day, we chose 2 gameplay options, which of course had more stregth points and less weak points. They were based on match 3 gameplay at that time.
3. With each options, we worked together to make some
prototypes.
The advantages is that we had 2 artists and 1 technical artist, that's why it only took us a very short time to draw something for those prototypes.
The step of making prototype as we think, is the very very important step that must have, since we did face up with lots of nonsense things which could have ruin the whole game, that we didnt noticed out at first.
Making prototype gave us huge posibilities to fix and improve our gameplay.
We made prototype as fast and as simple, not try to fix bugs and other things, just needed to have a overall view about the gameplay.
After making about 2 or 3 versions of prototypes like these ones:
We decided that kind of match 3 gameplays was completely fail, and took for other 2 more prototypes in order to decide the final gameplay and all the upgrading system along the gameplay.
It was the rhythm based action gameplay like the final Omega now.
Prototype of gameplayAfter that, we made a quick prototype of Game flow and UI, to have a whole imagination about the game
Prototype of Game flow and UIAnd wah lah, after all these things had set up, here come the next step
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3. Storyline, Sketch, Concept and Final art(updated)
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