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TIGSource ForumsCommunityDevLogsCopy Girl - Megaman inspired platformer
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Author Topic: Copy Girl - Megaman inspired platformer  (Read 35291 times)
7Soul
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« on: March 26, 2014, 02:30:49 pm »


Story

A group of robots is infected by a powerful virus that causes them to go mayhem! The blame is put on you, Copy, and now it's your job to capture them and stop the virus.


Gameplay

Copy Girl follows the base mechanics of a Mega Man game, while innovating whenever possible.

There are 8 levels and bosses, and you get a new weapon from defeating each boss.


Bosses, Levels and Weapons



Located in an old chemical plant, Stain's guided by some kind of twisted perception of beauty. His paint smells like trouble, so be careful.

His weapon:
Ink Bubble: Fires corrosive blobs of paint that bounce on walls, reaching into every nook and cranny.



Fuze has taken a big chunk of the city as her own domain. Now the highways aren't safe anymore, as she and her gang ride at full throttle, blasting their music for anyone crazy enough to come near.

Her weapon:
Sound Barrier: Creates a sound wave that echoes off obstacles, increasing in power.



A precious girl that appears to be very shy. She commands the creatures of the ocean, so it's better not to provoke her.

Her weapon:
Penta Pearl: Forms a rotating shield of pearls around you. It can be activated to reach targets in every direction.

Little information is know on the other 5 bosses


Team

7Soul - Designer / Artist

Tokinsom - Programmer / Sound Designer

DDRKirby(ISQ) - Composer


Goals
You know what? I like retro games, and I like Mega Man (can you tell?) So I decided to make a Mega Man clone.
My intention is to take what was fun in those games (solid platforming and unique weapons) and improve it... according to what I think is an improvement! And this is:

  • Weapons are cool - All weapons will be useful in a number of situations, and the player can play around with them to overcome challenges.
  • No boss weakness - One of the things that sold Mega Man back then was the possibility to play any level in any order. Sounds great! But when comes down to it, it creates an underlying optimal order if you want to actually beat the bosses. Having the optimal weapon created a huge difficulty drop.
    Here you'll choose the weapon based on your own strategy and on observing the boss' patterns. No weapon is required, but instead create a new way to approach the boss.
  • Exploration - Secret areas and different paths will contain many awesome collectibles, such as weapon upgrades and health increasing capsules. Playing levels in different order can open different paths, revealing new challenges.
  • Going fast - The game will have a number of challenge levels, where you can earn more in-game currency.
  • And more - !

Gameplay video













« Last Edit: February 24, 2016, 01:04:25 pm by 7Soul » Logged

HernanZh
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« Reply #1 on: March 26, 2014, 02:40:13 pm »

I'm super hyped for this Crazy
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alvarop
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« Reply #2 on: March 26, 2014, 09:24:28 pm »

looks gud man!
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i make games that can only ever be played once on http://throwaway.fun
Eniimal
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« Reply #3 on: March 27, 2014, 02:18:10 am »

Looks pretty good Smiley
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Rasse
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« Reply #4 on: March 27, 2014, 06:42:57 am »

This looks rad!  Kiss
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Udderdude
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« Reply #5 on: March 27, 2014, 07:20:51 am »

Better than Mighty No. 9 >_>
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SolarLune
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Hmm.


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« Reply #6 on: March 27, 2014, 07:49:32 am »

^ Reasons?

This game's looking pretty slick, indeed. Nice work so far!

EDIT: After reading the main post:

- 2-player co-op sounds interesting. Do you plan on balancing the game for that case (i.e. more enemies, different enemy layouts, etc.)?

- I'm not sure about dropping the boss weakness matter. If you wanted to defeat the bosses without using any additional weapons and just take the challenge, that was definitely possible in the original Mega Man games (and even suggested for at least a few bosses throughout the game). But then again, if the weapons are varied and useful enough, then maybe having no weaknesses wouldn't be so bad.
« Last Edit: March 27, 2014, 01:17:59 pm by SolarLune » Logged

Tuba
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« Reply #7 on: March 27, 2014, 08:54:51 am »

Quote
But when comes down to it, it creates an underlying optimal order if you want to actually beat the boss. Having the optimal weapon created a huge difficulty drop.

Hmmm.. actually, one of my favorite things in Mega Man was finding out the optimal order. But I understand your concern, the art looks awesome, gonna keep an eye on this Smiley
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7Soul
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« Reply #8 on: March 27, 2014, 01:42:30 pm »

- 2-player co-op sounds interesting. Do you plan on balancing the game for that case (i.e. more enemies, different enemy layouts, etc.)?
Still haven't give much thought to it, but I'll be looking for how other games do it, like New Super Mario Brothers and Donkey Kong Country Tropical Freeze

- I'm not sure about dropping the boss weakness matter. If you wanted to defeat the bosses without using any additional weapons and just take the challenge, that was definitely possible in the original Mega Man games (and even suggested for at least a few bosses throughout the game). But then again, if the weapons are varied and useful enough, then maybe having no weaknesses wouldn't be so bad.
My biggest problem is how some weapons are obviously better than others, like using a fire weapon against an ice boss and killing him in a few shots. But to be fair, it won't be that different here. Depending on the boss' pattern, a short range weapon might not be too good, or a weapon that can hit stuff above you might give you a good edge
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retrostark
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« Reply #9 on: March 27, 2014, 06:49:54 pm »

Glad to see that you started a devlog!  Shocked What I want to know is were is the character/enemy/boss with a big red nose?  Big Laff

Anyways it is really coming along and looking awesome buddy  Hand Metal Left
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Toast LeftWizardHand Metal Left
ryansumo
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« Reply #10 on: March 27, 2014, 07:37:13 pm »

Loving the Copy Girl logo design.
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7Soul
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« Reply #11 on: March 27, 2014, 08:58:40 pm »

Haven't worked on sprites lately, so decided to make the last enemy that I planned for the first level:



Tip on how to animate: make stuff move!
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Ouren
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« Reply #12 on: March 27, 2014, 10:47:20 pm »

Interesting
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Code_Assassin
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« Reply #13 on: March 27, 2014, 10:49:19 pm »

Tip on how to animate: make stuff move!

Nice animation. Have any tips on color choice? I still don't understand how to make all those colors fit together in a game! I can use all the tips in the wuurrrld  Crazy
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7Soul
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« Reply #14 on: March 27, 2014, 11:04:46 pm »

Tip on how to animate: make stuff move!

Nice animation. Have any tips on color choice? I still don't understand how to make all those colors fit together in a game! I can use all the tips in the wuurrrld  Crazy

It's simple color theory. For instance, for the stage on those screenshots I picked gray as a neutral color and purple for the background (the theme of the level is chemicals and paint, so I though purple would fit). Then I picked green because it's a complementary color to purple.

The enemies are yellow (close to a complimentary color to purple) or pink (close color to purple), and they have a lot of white on them so they pop out

And since I'm using the NES palette, its not like I have too many choices ^^
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migrafael
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« Reply #15 on: March 28, 2014, 01:14:55 am »

That first gif just got me! had to go through the whole thread. Great design. Love that turret, it packs a lot of punch.
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Rebusmind
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« Reply #16 on: March 28, 2014, 07:51:56 am »

I made a little Mega Man clone myself (really just a clone which even used MM graphics), so I find this project very interesting. Can't wait to play it! Smiley
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baconman
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« Reply #17 on: April 20, 2014, 09:42:46 pm »

Awesome. I so hope that "Endless Attack" is an idea included here, too. Smiley
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zath
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« Reply #18 on: July 07, 2014, 12:14:58 am »

There is no such a thing as enough retro platformer games. I'm definitely following this!
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7Soul
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« Reply #19 on: August 17, 2014, 05:31:52 pm »

Updated the first post

And random character sketch:
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