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TIGSource ForumsCommunityDevLogsBrock Crocodile - 16 bit inspired action platformer
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Author Topic: Brock Crocodile - 16 bit inspired action platformer  (Read 13917 times)
Aki-at
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« Reply #40 on: August 23, 2016, 04:45:47 PM »

Bump after so long, I just wanted to give an update on the project;

Where we currently are.

Hello everyone! It’s been a while since I wrote one of these but I did want to give everyone a formal update on what exactly is going on with Brock Crocodile.



First things first, I want to reassure everyone that the game is not cancelled nor is it in development hell. Whilst I cannot deny work on the title has slowed down, by no means has it stopped and I’m hoping in the coming months we can get everyone excited about the future prospect for the title and show that Brock Crocodile will indeed be finished! So let’s give you a taster of a theme for the up and coming updates… Bosses!



Starting off with these updates is showing the progression of the leader of the Fearsome Four, Eguanodon the Third! Now I’m sure some of you are unaware who he is but don’t worry, all will be revealed soon. The character himself should ooze a sort of arrogant coolness factor and just your regular tough guy. Whilst most bosses would have a minimal amount of attack patterns, with this boss I’m hoping to vary him up so that the players will be in for a challenge.



There’s a few more animations I’ve completed and just as Brock is the most animated character in the game, I’m hoping to have the leader of the Fearsome Four to be just as equally animated, hopefully I’ll show you next time. That’s your fill for now, they’ll be another update next week as we carry on the theme of bosses going forward and you’ll be happy to know we’ll share a few never before released songs. till next time!

http://brockcrocodile.com/2016/08/19/where-we-currently-are/
https://twitter.com/BrockCrocodile/status/766697257571848193
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Aki-at
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« Reply #41 on: August 26, 2016, 02:23:03 PM »

Beehive Battleship & Boss gameplay segment



Hi all! A late website update but this time coming complete with a new clip and showing off some of the dialogue and music you can expect to read and hear in the game! Don’t worry, that’s not it for our boss themed updates, we’ve got one more planned for next week, so be excited, especially if you like the larger kinds. Until then!

http://brockcrocodile.com/2016/08/26/new-beehive-battleship-and-boss-dialogue-clip/
https://twitter.com/BrockCrocodile/status/769298949232525312
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Aki-at
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« Reply #42 on: September 05, 2016, 12:53:43 PM »

Giant boss attack!



Hello all! Today we'll be looking a little bit on one of the bigger sprites in the game, the showdown with the mad scientist Andre Duckworth. The first thing when it came to designing this boss fight was making sure the dimensions were just right so that players wouldn't be able to spam Brock's whip attack on his weakpoint, his head. As he's a fairly large sprite I had to have a rough idea how high up the player could jump without using the help of his hands to lift them up into an attacking position. It's safe to say I had to correct the size of his head from the original to make sure it was big enough to still seem like a giant boss but small enough to fit in the screen and not provide the player easy opportunity to spam an attack on him.



Next up came designing the body. Unlike the head, the size for the body didn't matter from a gameplay standpoint but at the same time, I had to avoid a situation where the boss would feel like he was related to a Gomba from Super Mario Bros: The Movie. Although I'm still not sold on the spiked shoulder/arm joints, it does help give the boss a more imposing figure, though this might be something I change later on.



Finally combining the two we start to get a better picture of what the boss will look like, a towering monstrosity wanting to destroy our red scaled hero. Just for a comparison sake, Brock stands at around 30 pixels tall, whilst Duckworth here stands at a whooping 180 pixels (With the height of the native resolution for the game being 200) there's still some stuff to work out, but overall I'm happy with the look of this boss so far. Next up would be designing his arms and their movements. That concludes this update, hope you enjoyed reading it!

http://brockcrocodile.com/2016/09/05/giant-boss-attack/
https://twitter.com/BrockCrocodile/status/772898574346715136
https://www.facebook.com/BrockCrocodile/posts/667052076780397
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Aki-at
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« Reply #43 on: September 11, 2016, 07:13:08 AM »

Twinkle Twinkle in Snowy Twilight!

Good afternoon everyone! Hope you're enjoying this fine Sunday afternoon in London, in today's update we'll be showing you the eighth level for Brock Crocodile, Snowy Twilight. Like a few levels in Brock, Snowy Twilight started life in the pre-Mega Drive aesthetics days when the platformer was originally aiming to be more of a homage to Master System games so the colour palette was a lot more restrictive compared to what it was.



I've always enjoyed ice levels in games, their twinkling music and often just ooze happiness and excitement, like a kid waiting to unwrap her Christmas present. I'm hoping to ensure Snowy Twilight isn't any different! However as it's one of the last few levels in the game it'll come with it's own unique challenge, but today is not for game design but the work put into the level's art direction!



If you were checking our Twitter feed last night you might have seen a WIP of the above screenshot last night. Safe to say the change in palette has helped massively bring the level more to life. There's still a lot more work to do however! The background for example clashes with some of the baddies and the abundance of white might not be such a good idea, but we'll continue working on this level to make show player's can enjoy it to it's full potential!

That concludes this update, unfortunately this is the last regular update people can enjoy for the next couple of weeks as I am literally leaving to board a flight to Tokyo to enjoy the Tokyo Game Show but should be back with regular updates from the 26th September onwards! If you're an indie dev yourself and will be at TGS, drop me a line on our Twitter, until then, ta all and have a great couple of weeks!

(Check back on https://twitter.com/brockcrocodile for some snazzy pics of the development team of Brock adventuring through Japan!)

http://brockcrocodile.com/2016/09/11/old-level-new-look/
https://twitter.com/BrockCrocodile/status/774987888459153408
https://www.facebook.com/BrockCrocodile/posts/669693959849542
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Aki-at
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« Reply #44 on: February 05, 2018, 09:40:10 AM »

Well now then! It's been ages since the last update but you know what, I've got a bunch of updates on the project, hopefully there's still a few of you out there interested in how it's coming along! I'll link to a bunch for now and address the more recent one later, hope you enjoy reading them!

COME FOR A CUPPA, STAY FOR THE HONEY.

In this update, we talk a little bit about the revamped second stage, Beehive Battleship and the shop system players will be able to use to purchase powers ups to take into levels.


https://twitter.com/BrockCrocodile/status/950415390131269632
http://brockcrocodile.com/2018/01/08/come-for-a-cuppa-stay-for-the-honey/

PIERCING THROUGH THE HEAVENS, A NEW MEMBER JOINS THE TEAM!

We introduced our newest member to the team, Arq! Read more about him on the blog post and check out his twitter too!


https://twitter.com/BrockCrocodile/status/955889598911205377
http://brockcrocodile.com/2018/01/23/piercing-through-the-heavens-a-new-member-joins-the-team/

HOME SWEET HOME!

Have a look at the hub town the players will be able to explore freely where they can pick up hints for future levels and buy recovery items!


https://twitter.com/BrockCrocodile/status/958056832567861248
http://brockcrocodile.com/2018/01/29/home-sweet-home/

There are more updates to come and I'm excited to be able to start sharing with everyone more regular updates on the project!
« Last Edit: February 05, 2018, 02:02:53 PM by Aki-at » Logged

Aki-at
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« Reply #45 on: February 07, 2018, 03:58:11 PM »

Right so as I mentioned, another couple of updates to the project!

IT'S TIME TO BEEHIVE, THE QUEEN HAS ARRIVED!

First thing is some concept art for the revamped second boss, the bee Princess Cassandra Honeypot and her royal mecha unit, Beera! they'll be waiting at the end of the level to drill some order to our adventuring protagonist!


https://twitter.com/BrockCrocodile/status/960563964194279424

______


https://twitter.com/BrockCrocodile/status/961316801983467520

Right, a couple of minor tweets away from our website. I quite like the look of Beera in game but I'm not ready to show all of it until it becomes more than just graphics and playable in game. There's not need to worry as that's coming soon enough. To bide you folks over, here's a sneak peak!



https://twitter.com/BrockCrocodile/status/959759326536699904

Finally, some bonus art of our hero Brock trying to get freebies out of the local cafe's owner, Xia-Yee, but you've got to pay your dues if you want some of her recovery items!

There we go, hope you enjoyed reading, I've got a lot more planned in future, see you groovy kids then!
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Aki-at
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« Reply #46 on: February 10, 2018, 09:58:42 AM »

Right almost done with the beehive level and I am pretty proud of how this is turning out! Lots of turns and twists to keep the player entertained. Thanks to the honey current gimmick, it really is now starting to feel like a giant beehive!


Quote
#screenshotsaturday Beat down a couple of bees, get blasted across some pipes and take a wild ride through the honey current in Beehive Battleship! #indiegame #gamedev #indiedev #BrockCrocodile

https://twitter.com/BrockCrocodile/status/962381939662614528

Looking forward to sharing EVEN more about this level in the coming week, not least of all the boss, I think she's turning out to look great! \o/
« Last Edit: February 10, 2018, 10:04:44 AM by Aki-at » Logged

goob256
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« Reply #47 on: February 10, 2018, 12:05:02 PM »

Just wanted to say - nice looking game. Best of luck and hope to see it finished one day.
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Aki-at
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« Reply #48 on: February 13, 2018, 05:12:37 PM »

IT'S BEEN A BEE-SY MONTH!


https://twitter.com/BrockCrocodile/status/963111815583621120

In this week's update we're going back tp the past and recalling what Beehive Battleship used to look like vs what it is now and talking about some of the new surprises in store for the player.

Just wanted to say - nice looking game. Best of luck and hope to see it finished one day.

Thank you for the kind words good sir, I'm hoping to finish this by the end of the year so your well wishes are definitely appreciated!
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Aki-at
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« Reply #49 on: February 17, 2018, 01:12:04 PM »

Got a new Screenshot Saturday to share, well more like a Video Saturday actually! We've got some lovely new mushrooms populating the stage and a brand new checkpoint marker too. An open flame lantern, giving the player the warm embrace of safety! Click on the Twitter link below to also listen to some 100% authentic Mega Drive/Genesis music.



https://twitter.com/BrockCrocodile/status/964914376309428225

Also we got some pixel art of the main hero Brock and the main antagonist Wize, since hey it's been a while since we saw these two together and we wanted to practice some pixel art for future images!



https://twitter.com/BrockCrocodile/status/963853412218654720
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Aki-at
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« Reply #50 on: February 20, 2018, 06:54:45 AM »

IT'S TIME TO BOUNCE!



https://twitter.com/BrockCrocodile/status/965712178786467840

Let's bounce back from the dreaded Monday start with another update, comparing a couple of the older assets with the newer ones! I'm liking the springy nature of the new mushroom, I think our artist did a great job on it! There's going to be another update on Wednesday night too where we show some changes to the first boss, please look forward to it!
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Aki-at
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« Reply #51 on: February 22, 2018, 02:42:07 PM »



https://twitter.com/BrockCrocodile/status/966390818218151936

Whoop forgot to post this yesterday (Had a busy night watching Black Panther haha!) but here we go, added some new SFX animations to the boss, need to still rework on the background a bit but getting there. Also click on the video to listen to some 16 bit music!
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« Reply #52 on: February 23, 2018, 03:36:00 AM »

Demo anytime soon? Really digging the looks of this.  Hand Thumbs Up Left Hand Thumbs Up Left Hand Thumbs Up Left
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« Reply #53 on: February 23, 2018, 08:05:39 AM »

Demo anytime soon? Really digging the looks of this.  Hand Thumbs Up Left Hand Thumbs Up Left Hand Thumbs Up Left

We're still working out a good time to get out a publicly available demo but hopefully you won't have to wait long. Thanks for the compliment!
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Aki-at
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« Reply #54 on: February 25, 2018, 10:31:25 AM »



https://twitter.com/BrockCrocodile/status/967444008032133120

Final art of the second boss Princess Cassandra Honeypot and her attack mecha unit, Beera! Should have some gameplay footage of her fairly soon so look forward to that!
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Aki-at
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« Reply #55 on: February 27, 2018, 10:02:18 AM »

Redesign redesign redesign! Old boss new design!



https://twitter.com/BrockCrocodile/status/968254956003348480

So this week we look at my design process since we got an additional team member on board. I come up with a couple of concepts, he then adjusts it and comes out with a final idea and then we put it down as a sprite and promotional art. You can read more about it on the website with some final pieces of concept!
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Aki-at
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« Reply #56 on: March 02, 2018, 01:52:48 PM »



https://twitter.com/BrockCrocodile/status/968927533990383616

Played around with a new end level segment. Want the player to try and get as many hits on the chest before the last hit after a 5 second interval breaks it open. Prior to this it was just a very boring get to the end, player comes to a stop and it'd say AREA CLEAR! A bit of randomness, time limit and collection might make for a fun little end point!
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Aki-at
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« Reply #57 on: March 07, 2018, 01:19:31 PM »

Righty ho, a few updates for you that I've neglected to share with over here but no time like the present!

Presenting the mechanical queen, Beera!


https://twitter.com/BrockCrocodile/status/969997732499935234

Finally we get to show off the second boss of the game, the royal attack mecha Beera piloted by Princess Cassandra!

Refactor it, refactor everything!



https://twitter.com/BrockCrocodile/status/970770196163014656

In this website update we talk about some of the changes to the gameplay and how the end level segment works.

And now for machine genius, Angelika Crocodile!



https://twitter.com/BrockCrocodile/status/971476310898900995

(2 more images at the link)

Well we thought we would have something on paper down by now but I'm not 100% on the design, for this week's indiedevhour we got a few pieces of concept arts for Brock's younger sister Angelika. We tried just about everything from cuter croc design, human and crocodile hybird, more reptilian looking sister and even a muscle bound one... One day we'll get her design stamped down haha!
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« Reply #58 on: March 07, 2018, 03:31:29 PM »

Looks like you guys have been working on this one for a while. Love how fluid your gameplay looks! I see a hint of old school sonic throughout! Best wishes for it's completion!
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Aki-at
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« Reply #59 on: March 10, 2018, 06:18:08 PM »

Some more animations for Xia-Yee when you're talking to her at the cafe.



Quote
#screenshotsaturday this week we've been busy giving Brock's friend Xia-Yee a bit more emotion when you interact together at the cafe. Be careful not to anger her or you may find pointy things embedded in you!

https://twitter.com/BrockCrocodile/status/972526518273536002

This is one chef you don't want to annoy.
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