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September 19, 2018, 03:29:02 PM

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TIGSource ForumsCommunityDevLogs[ DevLog ] Iron Corbo: Kung Fu Janitor
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Author Topic: [ DevLog ] Iron Corbo: Kung Fu Janitor  (Read 4427 times)
IndieDoroid
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« on: March 22, 2017, 07:45:46 AM »

-= INTRO =-

Iron Corbo: Kung Fu Janitor is a 2d beat-em-up platformer, inspired by the classic 2d street fighter games mixed with NES Castlevania I,II,III, Rolling Thunder and the Switch's Yoshi level designs.

The player takes on the role of a Kung Fu master that for "reasons" is now a janitor. But enemies beware, even though he's only armed with a sweeper broom this guy is still serious "like-a-Norris" business
-= GAME DESIGN =-
Genre
Metroidvania \ Street Fighter

Gameplay
Enemies will be downed by a variety of combos inspired by the Street Fighter, Blazblue, Last Blade, King of Fighter etc series. You'll be rewarded based on how stylish your combos are. However, don't  be a hot dog [ LINK ] or you'll be quickly dead.
-= CHARACTER ART =-
Art Style
Etrian Odyssey + Chibi + Manga\Comics.
Some people have said it looks like Viewtiful Joe, which I can see now. But it wasn't the original intention when I first started.

The attack animations are influenced by various martial arts as well as from classic fighting games and anime films.

Each animation starts off being blocked off by just their keyframe and once happy with the timing and general "feeling", I move onto the fun part of "noodling" in the in-betweens. Sometimes some happy accidents happen without really intending it to, which become new attack moves.

-= ENVIRONMENT AND LIGHTING ART =-

The game's lighting is constantly in a state of flux while I figure out what kind of colors would work better. You guys have any prefs? Purple or high contrast green? Undecided

-= FIGHTING PROTOTYPE =-
There will be many ways to attack enemies and each move has their own purpose. Currently I'm playing with the dodging an dair juggling mechanics.








« Last Edit: July 23, 2018, 08:18:27 PM by IndieDoroid » Logged

rj
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« Reply #1 on: March 22, 2017, 07:48:08 AM »

seems aight to me, the white man over here
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IndieDoroid
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« Reply #2 on: March 22, 2017, 07:52:17 AM »

  Gomez
« Last Edit: August 14, 2017, 10:24:35 AM by IndieDoroid » Logged

rj
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« Reply #3 on: April 02, 2017, 11:16:47 PM »

LOVIN this
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IndieDoroid
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« Reply #4 on: April 03, 2017, 12:20:50 AM »

Thank u~~   Coffee
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Eyon
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« Reply #5 on: April 03, 2017, 01:10:01 AM »

Yeah he's cool ! =) Maybe his hair move a bit too much, it distract me a bit but he sure got style ! =D
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amanfr01
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« Reply #6 on: April 03, 2017, 05:01:56 AM »

Holy animation skills!

Well done! Quite fluid.
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IndieDoroid
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« Reply #7 on: April 03, 2017, 07:24:53 AM »

Thank you guys. Beg
« Last Edit: August 14, 2017, 10:24:55 AM by IndieDoroid » Logged

rj
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« Reply #8 on: April 03, 2017, 11:58:33 PM »

v curious what the game is my dude
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IndieDoroid
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« Reply #9 on: April 04, 2017, 05:15:11 PM »

I'll try my best to post asap, making the game itself takes up alot of my time nowadays. But thanks so much for the interest.  Smiley
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Moriny
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« Reply #10 on: April 04, 2017, 06:19:25 PM »

The one on the left looks more exaggerated and the other one looks more realistic according to leg movement.I personally like the realistic one.
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IndieDoroid
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« Reply #11 on: April 05, 2017, 07:20:37 AM »

@Moriny - yea I'm leaning towards that one too. I tried the left one in game and as funny as it looks, he doesn't look like he's really moving with weight.  Sad
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rj
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« Reply #12 on: April 05, 2017, 12:49:11 PM »

i'd push the pose more tho; the running itself looks great on the right example but try having him lean forward more i think
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IndieDoroid
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« Reply #13 on: April 05, 2017, 07:51:19 PM »

@ rj™
I actually did that before (leaning forward), but found it a bit too traditional of a run. But thanks for the input, I'll see if adding back a bit more lean will make it better  Smiley
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« Reply #14 on: April 05, 2017, 08:11:04 PM »

if it's feeling too traditional try really pushing it then
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marcgfx
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« Reply #15 on: April 05, 2017, 09:44:54 PM »

The character looks interesting! About the run cycle, I think the main issue for both is that his feet always stay in place. He i s running on the spot, but really fast  Huh?
Of the two animations, I find the right one a lot better. The first one does not even look like running to me. If you can, try make him actually place his foot further forward. There should be more and longer contact with the ground too. If you are not going for believable/realistic, I think it's fun to look at the weird running can also be a trait of the game.
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« Reply #16 on: April 06, 2017, 03:06:53 AM »

@marcgfx and rj

Thanks for the comments guys. Did some tests today. @marcgfc Offsetting the leg positions from each other and making it so they didn't align perpendicularly to the ground helped alot! The leg doesn't stand out like a sore thumb anymore. Smiley

I tried a lean forward run, but it's not doing it for me?  Sad You can see the tests above
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IndieDoroid
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« Reply #17 on: April 07, 2017, 10:37:55 PM »

Some extra screenshot progress.

This is a level idea sketch along with some 3d models created inside max.  Smiley



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IndieDoroid
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« Reply #18 on: April 17, 2017, 10:02:43 AM »

Hi all,

I spent the day arranging the environment assets and the character animation tests from above. Doing some tests on dynamic light triggers based on the characters position as well.

What do you guys think?

Till the next update Gentleman

« Last Edit: April 29, 2017, 06:05:24 AM by IndieDoroid » Logged

IndieDoroid
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« Reply #19 on: April 21, 2017, 12:29:42 AM »

Created a new punch animation today.


« Last Edit: August 14, 2017, 10:26:43 AM by IndieDoroid » Logged

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