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TIGSource ForumsCommunityDevLogsThe Masterplan - Now on steam Early Access
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Author Topic: The Masterplan - Now on steam Early Access  (Read 7497 times)
MekaSkull
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« on: April 01, 2014, 07:47:26 AM »




Teaser

Greenlight trailer

Gameplay
You have a team of goons to do your bidding. The game is real-time with pause, so you can take your time to issue commands.
The goal is to get in, avoid detection, steal your target(s), get out - at least that's the plan. A lot of the time you'll be holding up guards, knocking them out, carrying them to someplace quiet. Getting your guns out and blasting away -might- work, but there's a high risk of your guys getting busted or killed when the cops arrive.

Current status
Game is currently on steam early access gathering feedback from players.
12 Playable levels that amounts to 5-7 hours of gameplay and a bonus Ludum dare game mode.

Next goals
Spriter support, final levels

« Last Edit: March 19, 2015, 01:52:20 AM by huZba » Logged

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« Reply #1 on: April 01, 2014, 10:11:00 AM »

I had seen this on Reddit last week, looks great. Awesome that you guys started a devlog, eager to follow this
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« Reply #2 on: April 02, 2014, 07:51:51 AM »

yoyoyo I love this
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rocket5tim
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« Reply #3 on: April 02, 2014, 10:38:24 AM »

aww man, we were showing our game near you guys at GDC Play and I wanted to come play your game but I totally ran out of time. I think Christine came by to check it out. Anyway, it looks cool and I'm looking forward to seeing how it progresses.
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MekaSkull
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« Reply #4 on: April 02, 2014, 12:23:28 PM »

Hey, we stopped by your booth and there's some real edgy photographic evidence to prove it (hidden in our blog, maybe). Phantom P.I. looks great.

I told myself to add some content every time I post, so here goes:
We're toying with the idea of making our characters out of pieces that can be animated and offset to fake a tiny bit of perspective. Using spriter is an option worth considering.
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oodavid
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« Reply #5 on: April 02, 2014, 12:33:01 PM »

Man, that subtle perspective looks splendid!

Edit - how do you do it? 4 layers: hat, head, torso, feet and then rotate each seperately with offset?

Edit Number 2 - I had a go with the offset layers, looks pretty snazz even with shite GFX:

http://oodavid.com/game/the-masterplan/index.html

« Last Edit: April 02, 2014, 01:02:40 PM by oodavid » Logged


Button up! - Out on Android and iOS

latest release: 13th March 2015
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« Reply #6 on: April 02, 2014, 01:26:00 PM »

Did you get inspiration from "the clue!"? if not, you should check it out, loved that game.. so many hours...
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« Reply #7 on: April 08, 2014, 02:55:06 AM »

Nice one oodavid. Yeah, I think it works better the more implied the shapes are. More detail means more breaking of the illusion. So gotta find a nice medium.

"The Clue" has definitely been mentioned a few times and we've checked it out. I think someone on the team has played it before.

So here's one pass for the art iteration. Now it's completely top-down. As opposed to the slight tilt from before.
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« Reply #8 on: April 08, 2014, 03:01:04 AM »

I'm terribly sorry for all the nonesense, but this

Quote
The goal is to get in, avoid detection, steal your target(s), get out

makes me think of this...





Man I'm excited for this game!
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ephoete
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« Reply #9 on: April 09, 2014, 01:36:24 PM »

Cool concept and cool trailer already. Liked the music, not sure if it's a placeholder or if it's already scored by a composer of your.
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« Reply #10 on: April 09, 2014, 02:04:02 PM »

Thanks ephoete! Since Aarne is probably sleeping, let me get this one.

We're working with a couple of musicians on the soundtrack already. The goal is to get something authentic - so, real instruments and real musicians. I think the trailer music definitely has the right mood...
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MekaSkull
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« Reply #11 on: April 10, 2014, 08:17:40 AM »

We had some fun on april fools, and done did a kitty-cat game.

iOS and Android store links on the website -> kittengetaway.com

Direct links to stores
iOS
Android

Reasons for this cuddly cute travesty can be found on our blog (tl;dr spring cleaning our engine)
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« Reply #12 on: April 11, 2014, 07:39:55 AM »

Back to The Masterplan....
Here's a comic inspired alternative for the hideout. Sharper shadows, ink sketches left on items.
I will experiment more with this style, mainly to figure out how to break the shadow edges in real time.
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« Reply #13 on: April 13, 2014, 09:41:20 AM »

More goons. We've only had one this far, so it's time to insert some fresh blood.
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« Reply #14 on: April 14, 2014, 12:10:00 PM »

Experimenting with comic shading. Breaking the shadow edges with a height map.
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« Reply #15 on: April 14, 2014, 12:13:44 PM »

Hey, your game got featured in RPS's DevLog Watch:
http://www.rockpapershotgun.com/2014/04/14/devlog-watch-the-hit-infinitesimals-the-masterplan/
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« Reply #16 on: April 14, 2014, 12:50:37 PM »

I really like what you guys have so far! And the trailer music is spot on Hand Clap
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« Reply #17 on: April 14, 2014, 01:06:49 PM »


Yeah, pretty awesome! Beer!
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MekaSkull
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« Reply #18 on: April 15, 2014, 01:28:55 PM »

More comic style experimentation. Now the shadows have a custom pattern that breaks the edges. It might be a bit too strong, but an interesting test anyhow. The effect of the height map doesn't show as much with it.
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« Reply #19 on: April 17, 2014, 09:26:06 PM »

Liking the comic style you have going on.
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