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Mig (@wtfmig)
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« on: January 13, 2015, 12:32:55 PM »


Been working on ChickenSword, a post-cyberpunk apocolypse game about a chicken that unearths a powerful killing device for a couple of months. In theory it plays like Zelda2 (platforming combat with open map exploration). I post a bunch of GIFs on twitter, but I'll post some here as well (though I'll try and be less annoying). I also apologize in advance for my horrible sound direction. This is my first game, so I haven't gotten the hang of all the woosh sounds yet.


Intro sequence... Interest piqued?

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BOSS MUSIC IS PROBABLY A LITTLE INTENSE






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Controls: WASD + Space for movement | Click to attack (when you have the sword, duh)

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THE GAME HAS DUMB JOKES



AND VIOLENCE

« Last Edit: May 05, 2015, 12:35:03 PM by Mig (@ihatemmorpgs) » Logged

Rat Casket
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« Reply #1 on: January 13, 2015, 12:33:49 PM »

post more gif
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Mig (@wtfmig)
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« Reply #2 on: January 13, 2015, 12:39:08 PM »

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Rat Casket
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« Reply #3 on: January 13, 2015, 01:19:09 PM »

SPAC COP
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bdsowers
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« Reply #4 on: January 13, 2015, 02:55:47 PM »

This is pretty and I wants it. Good luck!
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Voltz.Supreme
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« Reply #5 on: January 13, 2015, 03:04:26 PM »

Looks pretty cool! The video was nice. What's the story?
SFX aren't too bad actually. A bit of subtle ambient sound might help. Typing sound is a tad annoying. Maybe something with less tone (more clicky) so it doesn't sound like a droning noise during long sentences.
Let me know if you need any tunes for Space Cop  Wink
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Mig (@wtfmig)
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« Reply #6 on: January 13, 2015, 03:18:28 PM »

You can glean a lot of the story if you play the build I linked. It only has about 3-4 minutes of content because I spent a bunch of time on fluff. I've had a ton of offers for sound, but I'm trying to do as much as I can by myself before crawling into bed with internet randos.

I'm currently working on improving my art-style and reducing colors that aren't necessary. Thanks for the feedback!
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Voltz.Supreme
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« Reply #7 on: January 13, 2015, 03:42:39 PM »

Sweet. I'll give the demo a go when I've got some free time.
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s-spooky g-g-ghosts
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« Reply #8 on: January 13, 2015, 03:51:38 PM »

I remember your tweet that the logo could use more contrast. It could use some more indeed. The -ensword part is not very visible.

Otherwise I think it's a really cool project and I dig the art.
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Mig (@wtfmig)
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« Reply #9 on: January 13, 2015, 03:59:59 PM »

Took the background off the logo. Yeah, I think it looks better.
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« Reply #10 on: January 13, 2015, 05:15:48 PM »

I like how you've been posting side by sides on twitter for people to vote and comment on. The bloody chicken hat man had me in tears last night.
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« Reply #11 on: January 13, 2015, 06:36:47 PM »

Woah, you started a devlog? That's awesome man! :D
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Mig (@wtfmig)
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« Reply #12 on: January 13, 2015, 08:12:10 PM »

RatCasket made me, but I'm not sure how I'll be able to keep track of all the different places to post GIFs :D
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« Reply #13 on: January 13, 2015, 08:23:09 PM »

RatCasket made me, but I'm not sure how I'll be able to keep track of all the different places to post GIFs :D
lol, good luck man!
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« Reply #14 on: January 14, 2015, 09:17:59 AM »

this is awesome
love the humor
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crusty
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« Reply #15 on: January 14, 2015, 11:14:05 AM »

Huge Space Cop fan here.

Just posting to follow.  Love any project those guys are involved with.
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« Reply #16 on: January 14, 2015, 12:49:54 PM »

I had a blast with the short demo. Maybe I just suck, but it took me a while to get the hang of wall jumping. Could of used an extra microsecond of talon scratching on the wall. Bock bock.
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Mig (@wtfmig)
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« Reply #17 on: January 14, 2015, 01:14:18 PM »

Yeah, it's not perfect. I'm still working on some of these core systems to try and get them all feeling right.

Going to add sub-pixel movement to the map because it chops a lot more than the rest of the game. Also, need to write a SpaceCop single for them to play over and over like the Star Wars Cantina band.
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Mig (@wtfmig)
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« Reply #18 on: January 15, 2015, 01:31:25 AM »

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ULTRA HD RES MAP ACTION!!!


As a new developer, it's taking me a while to prioritize what I should be working on. Tonight I added voluntary random encounters to the world map, and Imade sure that pointless clouds spawned plentifully (and correctly). I needed to have it working before I increased the detail level across the board, but I sort of like the low-quality version (because it took very little time to draw).

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Jumping... is useless...



I manipulated the y velocity you could achieve from wall jumping towards the wall you're clinging to so you can't just jump up a will anymore, while back and forth is still pretty zippy. This is sort of the essence of platforming in ChickenSword, though platforming isn't particularly important to what I'm trying to do.
« Last Edit: January 15, 2015, 02:20:31 AM by ihatemmorpgs » Logged

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« Reply #19 on: January 15, 2015, 05:20:35 AM »

That's perfect! (the jumping!) Do you mind asking how you achieved that? I tried fixing the problem of perpetual single wall jumps with forced velocity in the other direction but it did not match the feel.

I have a few ways in mind of how to achieve this but in my head they all seem kind of hacky. :p

Also I love that you're putting so much effort into the polish, it really makes the difference man and I think will pay off big time. I absolutely love the character, and your logo is one of the few, especially of indie games that I really enjoy.
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