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TIGSource ForumsCommunityDevLogs[Devolver presents] My Friend Pedro: Blood Bullets Bananas
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DeadToast
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« on: November 19, 2015, 04:47:05 PM »

My Friend Pedro: Blood Bullets Bananas


Check out the latest gameplay footage here:







Old trailer:


'My Friend Pedro: Blood Bullets Bananas' is an action packed 2D platformer with
highly acrobatic elements which draws inspiration from games like Max Payne and
movies like The Matrix. The ambition of the game is for it's players to truly
feel skillful, rather than feeling like you're continuously triggering cool
looking animations. Oh, and it also features a talking banana named Pedro...
But more on that later!

The game is currently in a pre-alpha stage and is aimed to be released on PC (and probably Mac) eventually.

This is a re-imagining of the greatly appreciated original
Flash-game 'My Friend Pedro', which you can play here:
http://www.newgrounds.com/portal/view/641215


_  _  _ _ _ ____________________________________________________________________ _ _ _  _   _  

GIF Time!

 

 



_  _  _ _ _ ____________________________________________________________________ _ _ _  _   _  

I'm currently the only one working on this project. What you see is the result of about
8 months of on and off development. A lot of that time has been spent on learning Unity
and general 3D-stuffs (both visually and programming), as I've previously mainly made
2D Flash games (excluding games worked on while being employed by a company).

This is the first time I'm having a go at a DevLog and I'm hoping to be able to post stuff
pretty frequently. I'm currently juggling this project with some occasional contract work
and general procrastination Smiley

Anyways, enough words. Time for screenshots!
(Click an image to view the full picture)











_  _  _ _ _ ____________________________________________________________________ _ _ _  _   _  

Thank you ever so much for taking time to check out this project!

« Last Edit: June 04, 2018, 07:19:10 AM by DeadToast » Logged

DeadToast
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« Reply #1 on: November 21, 2015, 04:44:47 PM »

Hello everybody!

Just thought I'd do a quick entry on some of the work I did for the trailer.

Since I wanted a super close up shot of a banana, and wanted a high resolution texture to support this kind of shot, I thought I'd break out my camera and try to snap some close ups of an actual banana. At first I tried to get some shots of the banana, as it were, but it turned out too.. round. It was difficult to capture all the sides as well, since it was so... curved.


Banana 3D-scanning in progress (supervised by my project lead, mr.Pug-Bear)

So what to do?
Well, why not try to UV unwrap the banana, in real life!



It seemed to do the trick and I managed to have that close up shot of the banana in the trailer.
Here's the result in Blender (with added bloodstains):




In other news I also updated my website to draw attention to MFP: BBB. I'll probably update it more properly in the future, but this will do for now. Oh, and I even set up a Newsletter, cuz I'm professional like that.

Check it out!
www.deadtoast.com

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DeadToast
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« Reply #2 on: November 22, 2015, 08:02:06 AM »

Previously on the development of 'My Friend Pedro: Blood Bullets Banans'...

Here's a bit more catching up on what's been going on before the release of the trailer.
I'm using Unity for making the game and was at first a bit disappointed in the level designing tools in Unity... until I discovered I could actually make my own tools! Now, I'm sure there are plenty of people out there who thinks "duuh, of course you can make your own tools", but this felt huge for me. Give a man a fish and he'll eat for a day, teach him how to make tools in unity and he'll forget to eat.. or something like that.

Here's a little visualization of what I made to help speed up the dressing up of the levels in MFP:


It's nothing too fancy, but it saved me a heck of a lot of time.

It basically checks the size of the bounding object and tries to fit as many wall/floor pieces as it can. For the walls it scales the end bits to fit perfectly to the size. The floor doesn't, mainly because I like the keep the size of the gameplay areas a multiple of a carefully chosen comfortable size. Oh and also because I was too lazy to implement that last stretchy bit for the floors.

There's also a nifty keyboard shortcut for adding windows (small or big) in place.

The main motivator for making this tool was to speed up the dressing of the levels, and having an easy way of trying out different visual styles in different areas. Changing the look of a wall or floor is as easy as pressing a button.

Here are some examples of different visual styles:



Next on the agenda is probably a bit more of 'social-media-type-stuff' like setting up a presskit() and such. Hopefully in a few days I can get on with making the actual game again Smiley

Until next time. Toodles!
« Last Edit: November 22, 2015, 08:18:35 AM by DeadToast » Logged

tjjos
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« Reply #3 on: November 24, 2015, 10:40:23 AM »

Good job man. Hand Thumbs Up Right Would you care to elaborate on the technical side of the previous post? Was it editor scripts only?
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« Reply #4 on: November 24, 2015, 01:39:08 PM »

Looks interesting. The banana leads me to believe the game is bit tongue in cheek?

I'd also love to hear more about that set dressing tool you posted about. I've been wanting to to learn Houdini for some of its procedural level creation tools, which look like what you've built.
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DeadToast
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« Reply #5 on: November 24, 2015, 09:48:01 PM »

Hi tjjos and jesseb! Thanks for checking out the game and wanting to know more Smiley

I got quite a few other people reacting to the tools I showed earlier, so I tried to make a quick video to explain it a bit more (I'm still figuring out this whole video-making-business, so it ended up taking most of the day to make the video, but hopefully it'll answer some questions at least)!



Also, jesseb, yes I'd say it's a bit tongue in cheek. The origin of having Pedro, the banana, as the leading character came from having tried to figure out a fitting story, or a fitting justification, to why you're running around shooting people. In the end I came to the conclusion that if a person where to run around gunning down other people, that person probably wouldn't be totally 100% sane... and thus a floating banana telling you to do certain things seemed fitting Smiley

That was the thinking for the original game. As for this one, things could change a bit.. Let's see! Smiley
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DeadToast
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« Reply #6 on: December 04, 2015, 06:14:12 AM »

I haven't updated the devlog for a little while since I've been off doing some freelance work and been busy trying to get the word out about this game!

So it feels like it's high time to do a little press re-cap Smiley
The first website to pick up on the game was actually my favorite Swedish gaming news site FZ.se:
http://www.fz.se/artiklar/nyheter/20151126/slow-motion-vald-vapenakrobatik-och-bananer-i-svensk-indieaction

Later another Swedish site also picked it up, called GameReactor:
http://www.gamereactor.se/nyheter/293603/Little+Big+Planet-avhopparen+bjuder+pa+bananer/

I also did an interview for lv.80, which you can check out here:
http://80.lv/articles/my-friend-pedro-awesome-slow-motion-platformer-shooter/

And last but not least, Indie Game Magazine also wrote about it! Check it out here:
http://indiegamemag.com/listen-to-the-banana-in-my-friend-pedro-blood-bullets/


It's so nice to having revealed the game and seeing people talk about it, and actually getting excited about it! Somehow it feels more like I'm actually making a proper game now Smiley

So, now that the initial "marketing-push" has happened I feel like I can go back to focusing more on making the game again. I've been warming up my game-making-muscles with a bit of level design. It felt really good focusing on gameplay again, after having had the focus on the visuals of the game for so long.

I also made another wall and floor theme which is completely "white-box" to be used for making the initial white-box levels, to stop myself from getting distracted from the flow and functional aspect of the level.


Example of a level built in one go.

Currently I'm approaching level-making in two ways. One way is to just start making the level (usually in the middle of the level) and keep building upon it linearly. This way of making levels usually requires me to really 'get in the zone' mentally, and usually gives the levels a better 'flow' feeling to them.

The other approach is to make levels in different "chunks" or "motifs", as I usually call them. This approach is great for when you want to explore a certain mechanic or "hook". It usually involves trying all the different combinations and abuses of the functionally I'm trying to explore. However, putting all of these "motifs" one after another doesn't always equate to a good level. Therefore I like to keep a little library of different motifs that I can pull in to a level that needs some more gameplay sections. Or just starting from scratch and putting together various motifs which might work well together. Keeping the motifs in groups makes them easy to move around to try different combinations.


Example of different motifs ready to be put together to form a level

Eventually I will probably approach level making in a third manner, namely from a visual or "event" aspect. That is, making pieces of level that maybe wouldn't be so interesting if it was plainly white box, but that focus more on the dressing of that particular moment.

However for now I want to keep the focus more on the "pure gameplay" and be sure there's enough good stuff to cover the whole game, and in the process of doing so invent new mechanics to be used for designing levels.

Not sure how long it will be until my next entry. For a while I will probably just be making levels, and not sure how much of that I should be showing at this point Smiley

Let me know if there is anything you would like to know more about, or just any general thoughts you might have! Smiley

Until next time! Ta!
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lobstersteve
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« Reply #7 on: December 04, 2015, 07:01:01 AM »

I remember playing and liking the version on newgrounds Smiley
I hope it will be as good in this longer version as it was on newgrounds, because i feel sometimes funny games work better in small doses (like the game "No time to explain" - funny concept and works perfectly as a 5 minute long joke on newgrounds - therefore great, the full version - the same thing, but long-drawn-out and provides with absolutely nothing fresh anymore).
But yeah, to not sound like an asshole - your game looks great and you probably have some cool ideas for it  Beer!
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DeadToast
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« Reply #8 on: December 04, 2015, 07:14:33 AM »

I remember playing and liking the version on newgrounds Smiley
I hope it will be as good in this longer version as it was on newgrounds, because i feel sometimes funny games work better in small doses (like the game "No time to explain" - funny concept and works perfectly as a 5 minute long joke on newgrounds - therefore great, the full version - the same thing, but long-drawn-out and provides with absolutely nothing fresh anymore).
But yeah, to not sound like an asshole - your game looks great and you probably have some cool ideas for it  Beer!

Hey thanks for playing, liking and sharing your thoughts! :D
Yes, I totally see your point. I hope that the gameplay will be the foundation of what makes this game enjoyable, and the rest will be joyous sprinkles of fun and strangeness on top of it all. I've got some ideas for the story side of things at the moment, but it's all a bit up in the air tbh.... It may or may not involve time traveling...
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DeadToast
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« Reply #9 on: December 12, 2015, 11:46:50 AM »

Phhewiiee... What a week!
I've been busy doing levels most of the week. I now have about 10ish levels with a grand total of about 20-30 minutes worth of gameplay! Hurrah! Though most of these levels are still only whiteboxed, and they will probably be iterated further in the future... but still. Hurrah!

Just for the heck of it, here's a GIF from one of the new whiteboxed levels showing a bit of brutal shotgun action.


It's funny how when you work on something for a long time eventually you get blind to the little things you told yourself you'd fix later... That's why I was really happy to hear feedback from ya'll out there! One obvious thing that somehow I had gotten used to seeing was how the arms used to spin around the back of the main character when aiming in 360 in the middle of the air. But no more!



Now the main character spins to face the direction he's aiming in. It's great because it makes you feel even more acrobatic when playing the game!
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DeadToast
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« Reply #10 on: December 19, 2015, 09:39:35 AM »

Another week has passed and progress has been made! This week I've been wearing my coder hat and trying to wrap my head around my previously written code.

The focus has been on small details in the players movement, animation and poses. I've also experimented with a new ability, namely being able to shoot from cover. Check it out here:




After sorting out the major quirks in the players movement that bugged me I moved on to some enemy work.
I always struggled with how to solve the issue of being able to shoot enemies half way through them spawning from a door. However I now believe I have found a fairly neat solution. The enemies now try to take cover in the door opening if you shoot at them before they're fully spawned.



I've also tweaked and added some new animations for the enemies, trying to make them act a bit less... dumb.
They now react when there is a gunshot happening that they can't see, like so:



Next I might do some work on the actual models of the enemies. I've still got loads to learn in terms of 3D modelling and skinning...
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« Reply #11 on: December 19, 2015, 11:00:39 AM »

Looks promising! I like how fluid the motion and action is.
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DeadToast
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« Reply #12 on: December 19, 2015, 11:09:14 AM »

Looks promising! I like how fluid the motion and action is.
Thanks! Yeah, it seems most of the time developing this has gone in to trying to make things look as smooth as possible Smiley
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« Reply #13 on: December 19, 2015, 11:18:37 AM »

Cool im getting a bad rats meets max payne vibe
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« Reply #14 on: December 19, 2015, 12:47:31 PM »

Yo, that rolling motion where you roll underneath the table and end up crouching with the gun leveled at the enemy...

 Shocked

This looks absolutely wonderful!
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DeadToast
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« Reply #15 on: December 20, 2015, 06:36:52 AM »

Hey thanks ya'll! :D
I suppose it could be seen to have a bit of a fast paced "Bad Rats" aspect to it in the sense that you can get kind of creative with your action Smiley

I want this to be a tool for you to realize all your wildest action hero dreams :D
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« Reply #16 on: January 09, 2016, 10:47:47 AM »

Christmas and New Years is over... After eating loads, relaxing and actually taking time to play some games for once it's time to get productive again!

It's been a great week. I've shifted focus from small polish to playing around with some new ideas and features. I've managed to get three rather exciting additions to the game.


First off: EXPLOSIONS!


Because you can't have an action game with out it...
The explosions are mainly based on this, with a few slight modifications: https://stevencraeynest.wordpress.com/2013/03/29/easy-volumetric-explosion-in-unity3d/
It was a great first glimpse in to shader-programming! I've never touched shader code before, but I managed to add a "pinch point" to the explosion, making it "stretch" slightly in it's origin position, trying to stop it from looking too round Smiley


Next up: Kicking!


... With the addition of some experimental UI. After making the explosions I made some explosive canisters. After making the canisters I obviously wanted to be able to launch them in the air and shoot them before they managed to land. So, the most fluid way off achieving this seemed to be kicking Smiley

With a bit off skills, you could even pull off this kind of bad-assery:



The last but not least addition: A new enemy!


Since one of your main abilities in this game is the ability to roll, it seemed to make sense to have an enemy based around rolling Smiley Now, you might be thinking this is a bit out of place from what you've seen of the rest of the game. However, there seem to be a plan slowly growing in my mind to explain and allow for these sort of things to fit in to the game Smiley (In reality, I kind of just want to make cool fun stuff and later vaguely try to explain it with some sort of story)

Here's a bonus close up of the little fella:



That's it for now.
Until next time. Have a good one Smiley
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DeadToast
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« Reply #17 on: January 15, 2016, 04:58:38 PM »

My goodness... It's been another week already??

I guess it has! So it's high time for another update. Lots of exciting additions have been made to the game!

Here's what's new:



After last weeks implementation of the ability to kick certain items, I wanted to explore that mechanic a bit further. First I made it so that if you kick an item in to the head of an enemy, they get knocked out. Later I figured I might as well make it so you can kick the gibs left behind when shotgunning an enemy at close range. Combining kicking with a splat-attack, you could get something like what you see above Smiley








It seemed like a fun idea to be able to have certain metallic objects (like the frying pan above) bounce off the bullets that hit the object. The bullets actually auto-aim to the closest enemies when shot at, even if it's the enemy's the one shooting at it, which can result in some quite funny moments Smiley








This next one maybe doesn't get a super high rating on the 'bad-assery-chart', however I'm excited about the possibilities it brings to level design. I've made a simple switch system which makes it easy for me to make things like levers and moving platforms or doors. Still got to make some sort of animation for flipping the switch. You are able to shoot the switch from afar to flip it (but only if you're in the correct direction).







After playing around with that new enemy last week, the ball one with the Tesla-charge-thingie-attack, I wanted to make a weapon the player can use with a similar attack. It's a ranged attack that freezes the enemies while shooting them....






... HOWEVER! The coolest thing with the gun is that you can launch the electric-tip and attach it to a wall or another object. You are then able to shoot from that position.







It kind of made sense to make a switch that is activated with the electric gun. Combine this switch with the ability to "shoot around corners" after launching the electric-tip of your weapon opens up lots of possibilities for cool puzzles, I believe.



... Aaaand once again, that's it for this week!
Until next time. Toodles!
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« Reply #18 on: January 17, 2016, 05:55:21 PM »



It seemed like a fun idea to be able to have certain metallic objects (like the frying pan above) bounce off the bullets that hit the object. The bullets actually auto-aim to the closest enemies when shot at, even if it's the enemy's the one shooting at it, which can result in some quite funny moments Smiley

Wow that's pretty clever! Loving all of this!
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« Reply #19 on: January 17, 2016, 07:13:21 PM »

Wow, that looks so awesome. I had seen this game before, but I hadn't realized how damn cool your moveset is. That shotgun blast-mid air head kick...

Is this still in alpha? The gameplay looks so much fun, but the animations seem kind of stiff
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