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December 10, 2018, 09:48:07 PM

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TIGSource ForumsCommunityDevLogsThe friends of Ringo Ishikawa (existential beat'em up?)
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Author Topic: The friends of Ringo Ishikawa (existential beat'em up?)  (Read 6128 times)
yeo
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« on: January 20, 2017, 06:02:44 AM »

Hello.

I’m making a free roam beatemap game about Japanese delinquents in the spirit of the Downtown Nekketsu Monogotari, Shenmue and Persona (I suppose). Needless to say the game is awesome. In fact, the game will close the beatemup genre as Coppola closed the genre of gangster saga with The Godfather (although later were Once upon a time in America, and Scarface, and Casino, and Goodfellas, and ...).

The game couldn’t be simpler as it is. You go to school in the morning (or go fishing), take two classes (or smoke on the roof with your friends), attend Judo (or Drama) club after school, then gather your friends (or go alone) and beat some guys who did you nothing (or something) to the pulp (or get drunk at the bar instead). And it goes like this for a month (or maybe two).

Battle gameplay (some glitches here and there, missing heads, going through fence, skiping some animatons etc.)







Day and night
https://www.youtube.com/watch?v=KEEe1BINmGU

Music
https://youtube.com/watch?v=CFFClXXN5wM

Screens










twitter: @shin_yeo
« Last Edit: May 19, 2018, 04:55:04 AM by yeo » Logged

WaywardEmcee
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« Reply #1 on: January 21, 2017, 02:20:02 AM »

Reminds me of River City Ransom
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yeo
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« Reply #2 on: January 21, 2017, 02:55:23 AM »

Reminds me of River City Ransom

And it should. Actually it started as a loose fan remake of the japanese original.
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Tuba
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« Reply #3 on: January 21, 2017, 03:22:21 AM »

You seem to have captured pretty well the feeling of the japanese delinquents beatemup genre. Great job!  Beer!

Keeping an eye on this one  Blink
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yeo
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« Reply #4 on: January 21, 2017, 04:25:31 AM »

You seem to have captured pretty well the feeling of the japanese delinquents beatemup genre. Great job!  Beer!

Keeping an eye on this one  Blink

Thanks )
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« Reply #5 on: January 21, 2017, 04:49:56 AM »

Looks very interesting, and that day/night transition is certainly atmospheric already! I'll keep an eye on your future updates, good luck :-)
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Superb Joe
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« Reply #6 on: January 21, 2017, 04:57:04 AM »

i like your boxing animations but the insane taekwondo combo ender feels a bit overanimated and out of place
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Superb Joe
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« Reply #7 on: January 21, 2017, 05:06:06 AM »

i see you are an andy hug fan and i massively approve. if you want some reference material to see kickboxing techniques animated, seidokaikan/k-1 founder kazuyoshi ishii and andy hug contributed to choreography on street fighter 2: the animated movie and its a great blend of flashy cinematic moves but grounded mostly in technique.

shenmue owns and the side street aesthetic is really good. keep it up my friend.
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TheGrandHero
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« Reply #8 on: January 21, 2017, 06:57:19 AM »

This isn't really my sort of game genre, but let me just say that I love the pixel art. Has a nice lived-in feel to it.
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« Reply #9 on: January 21, 2017, 07:46:59 AM »

Are you by chance a Crows fan? Grin

i like your boxing animations but the insane taekwondo combo ender feels a bit overanimated and out of place

Maybe that kind of finisher animation should only happen at the end of the battle / when it's the finishing attack of a fight? With some slow motion / zoom in effects like the Arkham games.
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Bison Kings
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« Reply #10 on: January 21, 2017, 09:03:26 AM »

Love the simplicity and great color. Waves of nostalgia... Got to play Shodai Nekketsu back in the day and it made an impact. It was a method of open world RPG beat'em up story in 2D form that wasn't done as well since. I wish you the best on this one!
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yeo
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« Reply #11 on: January 21, 2017, 01:15:04 PM »

First of all, thank you, guys! I'm really surprised with this warm welcome.

Quote
if you want some reference material to see kickboxing techniques animated, seidokaikan/k-1 founder kazuyoshi ishii and andy hug contributed to choreography on street fighter 2: the animated movie and its a great blend of flashy cinematic moves but grounded mostly in technique.

Thanks for an advise. For animations i use my own photos cause i have some kickboxing and boxing background and actually still practicing it. As for other techniques i research masters in certain disciplines and choose some based on my sense of action beauty ) And "street fighter 2: the animated movie" is still rocks! The fight with Fei Long is one of my favorites.

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but the insane taekwondo combo ender feels a bit overanimated and out of place

I agree that 540-kick is out of place in actual street fight or kickboxing style. But the battle system organized like this:

1) You learn different styles. Each style has set of kicks and punches (as well as special skills and moves).
2) You can set different styles on your kick and punch combos. For example, you can punch like a boxer and kick like karateka.  You combine styles this way.

Quote
Are you by chance a Crows fan? Grin

Yes, i am ) But mostly movies.

Quote
Got to play Shodai Nekketsu

Great game. As for myself, i'm in love with the original NES version. And Nekketsu Kakutou Densetsu (540-kick was also there) )
« Last Edit: January 21, 2017, 01:21:12 PM by yeo » Logged

yeo
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« Reply #12 on: January 26, 2017, 12:30:57 AM »

When I started to make the game, my design came out from the things that I've always wanted to do in games, but I couldn't. For example, to sit on the benches. When the time came to draw sitting poses, I asked an artist to draw ten, though not significantly different, poses, because I wanted to sit on the benches differently. What is it for the player? If HP is restoring faster, or maybe time passing quicker? If there's any kind of gameplay sense? No. None.

Based on these assumptions, I made it possible to smoke in the game. And there’s a whole button for this. I planned to use only two buttons for actions but the guarding desperately needed a solo button as well so I made three. And in the “peace mode” one button gone to smoking.

You can buy cigarettes of different brands, and some girls don’t like the smell. Smoking doesn’t affect character’s stats and basically doesn’t affect the character at all. But now, when the player is waiting for a friend on the playground, he can do it like this:

« Last Edit: January 26, 2017, 12:44:26 AM by yeo » Logged

Superb Joe
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« Reply #13 on: January 26, 2017, 07:01:59 AM »

vanquish had a smoking button and it's one of the best games ever made. good choice.
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yeo
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« Reply #14 on: February 02, 2017, 08:07:18 AM »



Does it need an item's description? I don't want to do it for a food cause it doesn't boost your stats or something or doesn't even instantly restore hp. So what can i say about chips? Don't eat it or you'll become fat? Nice pure water, 0.33ml?
« Last Edit: February 02, 2017, 01:47:02 PM by yeo » Logged

yeo
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« Reply #15 on: February 11, 2017, 08:46:53 AM »

Due to the recent news trying to catch the last train to Greenlight. Please support.

http://steamcommunity.com/sharedfiles/filedetails/?id=861780193



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yeo
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« Reply #16 on: February 18, 2017, 06:15:47 AM »

I registered google analytics some hours after i started a "campaign" so some numbers are missing but overall it's 80% greenlight organic visitors out there. 15% from a post at one russian website. And 5% goes to twitter, facebook, vkontakt (russian facebook analog) and boards. So the question is "is there any point in running devlogs, twitters etc.?" And my current answer is "no, no point at all". And actually it's more demotivating this way.
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« Reply #17 on: February 28, 2017, 01:13:56 AM »

I registered google analytics some hours after i started a "campaign" so some numbers are missing but overall it's 80% greenlight organic visitors out there. 15% from a post at one russian website. And 5% goes to twitter, facebook, vkontakt (russian facebook analog) and boards. So the question is "is there any point in running devlogs, twitters etc.?" And my current answer is "no, no point at all". And actually it's more demotivating this way.

Hey man, don't lose heart. Things like these usually need some luck and timing. Devlog and twitter serve as gateways that people might pick on. I'd say it's important to have a site/presskit/personal portofolio etc though, since that's what most journalists would read in order to write something about it. It'll also need some release date/plan for some people to take an interest in, even if it gets delayed for years in the end.

Let's see if the new River City Ransom will pique some interest in the genre/style and lead to some activity in the Greenlight. Here's hoping that the campaign do well in the following days!
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Chinese localizer and influencer. Translated Dead Cells, Slay the Spire, The Count Lucanor, and involved in the localization of Reigns, The Curious Expedition, Desktop Dungeons, etc.
Now also coordinating Chinese and global publishing for Indienova and WhisperGames. Send me an email if interested.
yeo
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« Reply #18 on: January 02, 2018, 04:12:04 PM »

Almost there.

Re-thinking positioning now. It's more like Shenmue (night in the woods) actually, than RCR. So beatemup is not a primary genre, i think. Beatemup lovers might be disappointed, which i don't want )
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yeo
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« Reply #19 on: January 22, 2018, 10:46:53 AM »

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