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TIGSource ForumsCommunityDevLogsBeer And Glory (new artist and name)
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Author Topic: Beer And Glory (new artist and name)  (Read 3626 times)
DrunkDevs
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« on: September 29, 2013, 12:44:43 PM »

Hi there. I’ve been working on this game for about a week now. It was originally design for a game jam under the theme “Intergalactic, fantastic”, but I tried making something a little too ambitious. So now I’m spending a few extra weeks finishing up the project, and making it a little more fleshed out.

Story:
The main character, Kegston, is on a quest to create the greatest home brew beer the universe has ever seen, and win the IBF (Independent Brewing Festival) award. The player accomplishes this goal by traveling to different planets in different galaxies, to collect the finest ingredients, and brew the ultimate home brew.


Progression:
At start of the game the player will be presented with a level select screen, similar to Megaman. Instead of 8 levels however, the player will have 4 planets to choose from. This allows the player to pick which planets they would like to get the Hops, Yeast, Malts, and Water from. These ingredients give the player power-ups, and combine in unique ways. The game reward system would play out as follows.


First level: Player gains a new weapon
Second level: Player gains a unique ability
Third level: Modifies the weapon in a unique way
Forth level: Modifies the ability in a unique way
Final level: Player beats game

This item system would allow the player to be able to play through the game many times, and, still be seeing new items, and combinations. If I have time, I would like to make different versions of the levels, to mix up the experience depending on the order you play.

Gameplay:
Beer And Glory brings two interesting game play elements to the table.
The first unique element is that the player uses a stream of beer, as a weapon. The stream is affected by gravity, which makes firing it tricky. If you are far away, you cannot simply move your cursor over an enemy and fire away. You must instead arc your shot. In some cases this allows the player to avoid damage by firing in tricky arcs through obstacles.
The second element is that the needs pumped to be able to maintain pressure. When firing the beer cannon the keg loses pressure, which causes the beer to leave the cannon at a lower speed. When the weapon is not being fired Kegston pumps himself back to full pressure (I originally had it so the player needed to do this manually, but I found myself disliking the feature).
Both of these game play systems allow the player to really finesse there shots, and do some cool things with the beer cannon. Gaining power ups, and upgrades will make this even crazier.



The planets:
All of the planets will have different themes all based around beer. Here are some screen shots, to show you what I mean.





I’ll be sure to post updates on this site, and more detailed blog posts on the DrunkDevs homepage. Thank you for checking out this devlog.

« Last Edit: February 12, 2014, 11:19:29 AM by DrunkDevs » Logged

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skrjablin
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« Reply #1 on: September 29, 2013, 01:32:07 PM »

I just wanted to say that this looks like a really crazily fun idea. I especially like that you also have invented power-ups and developments of the basic idea, even if they aren't described in detail in the above post.

 Beer!
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DrunkDevs
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« Reply #2 on: October 10, 2013, 04:39:42 PM »

Hey thanks skrjablin.

Here are some gifs of the level I was working on today.

The whole level is based on light beer. You will fight things like ghost beer cans, beer bottles with wings, and smaller kegs (known as 1/6th barrels in the real world), and the whole level takes place in a floating city.

The final boss of the level is an angry can of light beer.


I think I’m finally to the point in the game where I could use an artist, to help replace all my programmer art. If anyone is interested in working on the game with me, feel free to send me a pm. I would love to collaborate with someone on this project.
Found an artist.
« Last Edit: November 14, 2013, 07:05:43 AM by DrunkDevs » Logged

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« Reply #3 on: October 10, 2013, 07:43:52 PM »

This game looks hilarious and I love anything with this style of gameplay. Hope you have luck finding an artist. They can be hard to come by nowadays. One thing I noticed is that in your last post, the GIF with the "Light" beer, you simply reversed him when he faces the other direction, but that causes "Light" to also reverse.
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DrunkDevs
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« Reply #4 on: October 10, 2013, 08:00:35 PM »

I didn't even think about that. Good catch. I'll have to find a way of fixing that.
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« Reply #5 on: October 10, 2013, 08:06:02 PM »

In my game, for flipping upside down, I just flipped it in the code, but for reversing direction the only good way is to make different sprites for each direction.
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Kyle O
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« Reply #6 on: October 11, 2013, 05:23:42 AM »

I really like this. Reminds me of a 2D mario sunshine but with beer instead of water.
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my twitter. my itch.io page.
DrunkDevs
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« Reply #7 on: October 19, 2013, 09:33:16 AM »

Time for some more progress gifs:



Here you can some of the enemies you will fight, while attempting to attain an ingredient from the core of a moving asteroid. The cans of beer fired from the ice bucket still needs a particle effect added to them, but you get the idea.





This is currently my favorite boss I have made so far. He’s kinda scary to fight since he moves so quickly. Also he transforms into
DAS BOOT… what’s not to love.



Progress update:
I’m not making progress as fast as I would like, but hopefully if I keep working hard I should be nearing the end soon. Next I have 2 more levels and bosses to add on before making the powerup system, as well as alternate level designs (assuming I still do alternate levels). Also I need to come up with a better camera system, since the current one leaves much to be desired.
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« Reply #8 on: October 30, 2013, 04:03:35 PM »

Time for another game update. I originally planned for the forth level to take place in a forest, but I wasn’t feeling inspired by it, so I replaced it with this castle like level. Beer!



I’m trying harder to make enemies that you must dodge while attacking them, and these enemies bring that out.



The forth of the regular bosses is a upside-down beer bottle…. I call him Stubby.


Next up, I’ll be working on the final area and boss battle(s). This is significantly more enemies and bosses than I have ever put into a game, and I’m having a lot of fun making them. Smiley
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« Reply #9 on: October 30, 2013, 04:42:34 PM »

Wow, looks fun so far! I'm looking forward to a release! What platform(s) is the game coming out for (I'm assuming PC...)?
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DrunkDevs
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« Reply #10 on: October 30, 2013, 07:08:20 PM »

Right now I'm just planning on releasing it on just windows, since that's the only device I have available. But if I ever get a mac, I could port it fairly easily.
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卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐卐


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« Reply #11 on: October 30, 2013, 08:50:40 PM »

is dat a poop canon this game guna rule
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DrunkDevs
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« Reply #12 on: November 13, 2013, 01:07:47 PM »

Final boss is in. Now it's time to go back and make 4 variations of each level.... That's a minimum of 16 levels (not counting the last level, since I might do something more complex with that)..... I'm gonna need beer. Lots of beer.
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« Reply #13 on: November 13, 2013, 01:42:31 PM »

Hope you have luck finding an artist. They can be hard to come by nowadays.

Good artists sure can be hard to find, but I think there are many other artists who would love to do any kind of work.
On topic - the idea is original and since it involves beer, you have a good selling point. :D
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« Reply #14 on: November 21, 2013, 12:51:53 PM »

We've been working hard the last few weeks, revamping the art and making multiple variations of levels. Here is a preview of some of that excitement.

We are going for a pastel color pallet. I feel like the art style matches the gameplay, and is pleasant to look at too. Props to artist Mike F for his hard work on this.
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« Reply #15 on: November 21, 2013, 03:48:08 PM »

I like the new art! This game looks hilarious in general, can't wait to see the finished version!
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DrunkDevs
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« Reply #16 on: December 27, 2013, 12:06:28 PM »

Mike and I have been hard at work on the game over the last month. Mike has been replacing, and recoloring all of my programmer art. Things are starting to look much better, and in general the game looks much more cohesive.



I’ve put in the final boss, and I’ve been hard at work making all the different levels for the different planets. There are 4 different levels per planet, and the level you play depends on what order you choose to play the game in. I’m doing my best to get the levels done soon, but there are quite a few, so it is taking some time.



Once we get all the levels done, then we are going to start making the 16 different weapons and 16 powerups(aka upgrades). We’ll be sure to post plenty of pics of all the crazy stuff we make at that stage.
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« Reply #17 on: February 12, 2014, 11:27:44 AM »

It’s been a long time since I’ve posted an update, but there has been a lot of progress and changes since then.

The first change I would like to bring up is the change in artist for the project. I will now be teaming up with the extremely talented Jeremy Lowther. You would likely know him from his work on Dinosword, and Mr. Crow Eats Worms. He hasn’t worked on the game very long, but from the changes he has already made; it is clear see that Jeremy is here to help make this game something special. Below is an example of how his personal style is transforming the game. We are extremely excited to have him working with us.

     

The next thing I would like to do is give a progress update on the game in general. Most of the game is complete at this point. You can play it from start to finish, and all 4 versions of each level are in the game, so there is plenty of replayability if you want to try a different path. After a bit more polish we will begin work on the 16 different weapons and 16 different abilities. It’s difficult to say when to project will be complete, but you can rest assure that we will be working hard on it. Expect to see plenty of updates about the art, gameplay, and music very soon.
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« Reply #18 on: February 17, 2014, 09:21:45 AM »



Hello folks,

Here are some mock up ideas I'm tossing around. I've been messing around with palettes and we ended up settling on the 32 color Dawnbringer palette. Seems to be working well, I think?
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« Reply #19 on: February 17, 2014, 11:34:01 AM »

I'm drinking a beer while reading this thread.

Just thought I should put that out there.

Also, this looks pretty cool.
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