hello guys, it's Laz from
stellar-Ø. i rarely post here though, but today im in the mood so i give it a go .
Game info~Stellar Arms / once known as [anuStar] project
Genre: linear run n gun, platformer
Emphasis: level design, AI design, intense boss battle, fluid aesthetics
Art direction: retro, pixel art
Theme/setting: modern-fantasy, abstract
Story~story's not yet polished, we just throw out simple ideas in mind, like parasol(as weapon)-wielding family members, fighting over an ancient ultimate umbrella.
you play as Sol, wields sun parasol, works as
flame-thrower, fighting horde of waterdrop minions.
*UPDATE*A genius professor
Umbra sets up two children of his (Sol and Pluie), to challenge each other in one big challenge (the stages), the winner will get the infamous-legendary weapon-umbrella (thus called the
Stellar Arms), the world seeks. Pluie agreed though Sol didnt look interested fighting his own brother.
Both of them needs to survive through (different) stages full of monsters he created, at some parts of the stage they see each other and ought to duel to proceed the stage.
Development story~i work on multiple project now, this is one of it. Stellar Arms (first known as anuStar) is started by hipon (the coder and game designer), who's kinda obsessed with
TREASURE's level design. one day he said to us, "hey let's clone gunstar heroes" i thought it was a joke, but he actually made a prototype without my help as the artist, haha.
this is kind of trial project we want to make, 1 stage, a miniboss and a boss, is our current aim. Sega Genesis version of
Gunstar Heroes is our big inspiration for the project, but hopefully it turns out into something different, and even better.
Progress~CODE - hipon (
@ricolemba)
jan/2014 - still working on core engine
feb/2014 - implementing new tilesets/original assets
mar/2014 - new map, spawners, added miniboss
apr/2014 - added pre-miniboss, the wall
may/2014 - placeholder title screen, miniboss update
june/2014 - boss rough pattern, some bugs fixes
july/2014 - implementing boss sprites, particles
GRAPHICS - Lazcht (
@lazcht), Reijubv (
@regianart)
jan/2014 - still working on Sol's key sprites
feb/2014 - rough tilesets, more of Sol's sprites, concepts
mar/2014 - monster, boss sprites, sprite polishing, visual effects
apr/2014 - optimizing/ merging explosions, sprite polishing
may/2014 - mockup draft title screen, particles
june/2014 - concept arts, separating stage1 BG into layers, particles
july/2014 - boss's key sprites
AUDIO - clea leshlick (
@clealeshlick)
feb/2014 - rough SFX
mar/2014 - stage 1 BGM, SFX polishing, rough voice acting
june/2014 - miniboss BGM draft
july/2014 - planning on new voice takes and batch of new SFX
FAQ~Q: Why is the project called ANUS-tar?
A: It was actually a codename, we name prototypes with "anu"-something, and as this project inspired on Gunstar Heroes, we match the "anu" with "star", we weren't intended to make "anus" word, but it's been attracting lot of jokes, that's why we're totally okay.
more detailed answer here
Early stuff~ unused sprites (wrong scale)
Latest Stuff~
feel free to throw feedbacks, as that's one of my purpose posting this topic. demo might available later, i have to ask the others first
follow our devblog on tumblr:
http://stellararms.tumblr.com (updated almost daily)
or follow the hashtag
#anuStar on twitter for some realtime info :D
=first post will be updated with new contents later, so stay tuned.=