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TIGSource ForumsCommunityDevLogsRise & Shine - Think & Gun. New trailer up!
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Author Topic: Rise & Shine - Think & Gun. New trailer up!  (Read 24681 times)
Kikekun
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« on: January 14, 2014, 04:29:16 AM »

Hello there!

Time to present our first PC project to you guys.

The game is called RISE & SHINE, and tells the story of Rise, a little kid who finds himself into the task of saving the world of classic videogames from the merciless invasion of the bald space marines with the only help of Shine, the legendary pistol.

I guess the elevator pitch would be "A Limbo with guns", as we aim to mix ruthless and "realistic" gun combat with some puzzle solving using the different bullets the pistol can shoot.

We (Super Awesome Hyper Dimensional Mega Team) come from mobile development where our two games so far have been Editor's Choice and selected by Apple among the Best Of the year, so we are quite proud of putting our very soul into every project we make, specially this one.
In the past, I've worked as a concept artist on games like Plants VS Zombies or Worms,  but we realise making a game for PC/consoles is like starting from scratch, so we are kind of terrified right now...haha. Also learning Unity on the job is kind of tricky!

Our current trailer:





And here's some art and stuff:





It's all 2D animation with the use of Spine:







Some screenshots:






And I'm keeping the best feature of all under wraps until is ready for showtime, but I truly hope you guys will like it when we get to show it here...

Thank you all and we'll keep updating this devlog as often as we can!









« Last Edit: February 21, 2016, 09:51:27 PM by Kikekun » Logged

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CasePortman
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« Reply #1 on: January 14, 2014, 06:04:08 AM »

This looks very purrdy I must say, you got my follow guys!
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Matt Rohr
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« Reply #2 on: January 14, 2014, 10:00:14 AM »

No jumping eh? How does that influence how the game plays?
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ephoete
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« Reply #3 on: January 14, 2014, 10:47:46 AM »

Cooo-ooo-l +1 follow
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Kikekun
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« Reply #4 on: January 14, 2014, 04:27:21 PM »

No jumping eh? How does that influence how the game plays?

I'll let you know in a couple of months, but for now I want the players to focus into the shooting mechanics only and forget about dealing with platforms...

Thanks everyone for the kind comments.

Here's an early piece of concept art when the project was just a vague idea in my head...

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Savick
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« Reply #5 on: January 14, 2014, 04:43:41 PM »

As long as you have a gun that can shoot other guns out of that first gun I see no problem. That or the gun shoots the ground and zombies come out to aid you. I'm impressed by the art style.
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rundown
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« Reply #6 on: January 14, 2014, 05:15:42 PM »

thats some crazy ingame art!
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Kikekun
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« Reply #7 on: January 15, 2014, 02:35:45 AM »

As long as you have a gun that can shoot other guns out of that first gun I see no problem. That or the gun shoots the ground and zombies come out to aid you. I'm impressed by the art style.

Haha...nice ideas there! In fact, we were planning that one of the bullets shoots brains that stick to the walls, so the zombies go wherever those brains are. No joking!

At the moment we are trying to polish a short area where the main character fights some flying robots. Thta way we can have most of the controls already there, a nice parallax section and some cool enemies that explode Tongue
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« Reply #8 on: January 15, 2014, 06:45:21 AM »

This looks fantastic. The art and animation remind me of games from Klei Entertainment (and I mean that in the best possible way). Don't keep things under wraps for too long, because I'm sure everyone is going to want to see more of this.
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Kikekun
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« Reply #9 on: January 15, 2014, 09:48:38 AM »

This looks fantastic. The art and animation remind me of games from Klei Entertainment (and I mean that in the best possible way). Don't keep things under wraps for too long, because I'm sure everyone is going to want to see more of this.

Thanks a lot! In fact, I'm a Klei fanboy and they are the quality standard I aim for our game. It really means a lot that you've said that! Grin

And no worries, I completely agree with you there and we'll show that nice feature as soon as it is ready...

Thank you!
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Kikekun
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« Reply #10 on: January 17, 2014, 08:18:31 AM »

Here's the walking animation trying out the new released meshes animation tool in Spine. Very happy with it, although I still need more practice!



And a little progression to see how our main character evolved from being a little girl, to being a little dude...haha.

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Matt Rohr
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« Reply #11 on: January 17, 2014, 10:17:42 AM »

I'll let you know in a couple of months, but for now I want the players to focus into the shooting mechanics only and forget about dealing with platforms...

You must have some pretty interesting shooting mechanics then...
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sidbarnhoorn
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« Reply #12 on: January 17, 2014, 04:26:34 PM »

Awesome!
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« Reply #13 on: January 17, 2014, 04:47:38 PM »

The art is so cool
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Kikekun
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« Reply #14 on: January 18, 2014, 02:33:43 AM »

Thanks for the comments, guys!

Quote
You must have some pretty interesting shooting mechanics then...

We humbly think we do! I'll show you why in a couple of months when we have something a bit more specific...
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Kikekun
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« Reply #15 on: January 23, 2014, 08:42:30 AM »

And here's a small part of the first level background done by our artist Mar, from sketch to color:

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Kikekun
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« Reply #16 on: January 24, 2014, 01:02:59 PM »

Introducing...The Sentry Turret!

From initial sketch:



To fully colored and animated:



More stuff coming! Thanks for taking a look Smiley
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Kikekun
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« Reply #17 on: January 28, 2014, 02:58:43 AM »

And one of our nasty flying robots here, from sketch to final in-game asset. This one shoots electric bullets.

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Kikekun
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« Reply #18 on: January 29, 2014, 03:48:49 PM »

New screenshot with the new background and all:

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« Reply #19 on: January 29, 2014, 08:49:27 PM »

Wow, the art looks sooooo sweet!
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