codename Ricochet: hack n slash platformer like ninja gaiden

Show us your works in progress and request feedback

Post » Fri Jul 08, 2016 1:13 am

Untitled
a hack n slash platformer similar to Ninja Gaiden

I decided to create a thread for a project I've started on. It is in the early stages of development, but thought I would share more of what I'm doing instead of keeping everything in the dark. Haven't decided on a title, but project is codenamed Ricochet.

This post will be updated as the game develops so that it better explains what the game is about. At the moment a lot is still being decided. Lately, most of the time has been spent on developing the mechanics. It will be a side-scroller platformer similar to ninja gaiden with hack n slash style gameplay.

It uses the chipmunk plugin for the physics. A big thanks goes out to R0J0hound, for providing the plugin.

Visuals are still being decided, and scale of things may be adjusted.
Here is an animated gif:
https://twitter.com/HandsofSight/status ... 6552338433
B
43
S
19
G
65
Posts: 1,098
Reputation: 37,933

Post » Fri Jul 08, 2016 7:49 am

This looks to be freakin hot. Would love to get my hands on an early playable. Keep us posted!
B
12
S
5
Posts: 216
Reputation: 1,692

Post » Fri Jul 08, 2016 11:12 pm

Wouldn't mind trying a demo or something, loved Ninja Gaiden
B
13
S
1
Posts: 63
Reputation: 719

Post » Sat Jul 09, 2016 11:42 pm

Thanks facecrime, and ShinobiSlash :)
It probably will be a while until I have a playable demo.
I've been working on the design of the protagonist. I think I have it sorted, but I did a bunch in the process..
Image
I'll probably stick to this one, or something similar:
Image
I wanted to keep the color count low. In this case, it has 6 colors if you include transparency. This will make animating quicker- I can focus primarily on the lines rather than shading. I intend to keep enemies and other characters with similar low color count to maintain style.
I might adjust the colors as I figure out how it meshes with background tiles, etc.
B
43
S
19
G
65
Posts: 1,098
Reputation: 37,933

Post » Wed Jul 13, 2016 2:18 am

I have been working on animating the character, and adding slopes.
It's a bit tricky managing the different slope animations, along with physics stuff. It's working okay now,..
Here's an animated gif showing it off.
https://twitter.com/HandsofSight/status ... 7081564161
B
43
S
19
G
65
Posts: 1,098
Reputation: 37,933

Post » Sun Jul 17, 2016 4:31 pm

I had to change the way slopes were handled.
https://twitter.com/HandsofSight/status ... 6264553472
Chipmunk offers great set of features, but is a bit particular in some cases when it comes to tilemap collision cells. I had implemented sloped segments in previous version, but also used different collision polygons for the player to help it sit flush against it. This turned out to be bad decision since it required having to manage different cases, which opened up more opportunities for things to go wrong when those polygons changed.
Now I keep the player collisions to one type of polygon, and instead adjust the slopes to make it appear player is flush against it. I then had to ignore collisions with tilemap for cases against the floor.
It all seems to be in order now with enemy collisions as well. I will still need to tweak the speed depending on whether player is running up steep hill, but that should be straight-forward.
B
43
S
19
G
65
Posts: 1,098
Reputation: 37,933

Post » Tue Jul 26, 2016 3:11 am

I was implementing hud stuff the other day, and it just didn't feel right, so I made the visor flash when you have 3 hits left, and color also changes to yellow as you lose health(but i need to tweak it a little so that it changes sooner).
I used R0J0hound's canvas plugin on the little bit of the player sprite whenever the frame changes.
You can see a gif of it here: https://twitter.com/HandsofSight/status ... 9745075200
Also been exploring other ways to show the player's energy (that white ball thing)
trying to think of a way to tie it into the character more without it being too distracting.
B
43
S
19
G
65
Posts: 1,098
Reputation: 37,933

Post » Tue Jul 26, 2016 6:11 pm

I've been working on some promo art for the game. Eventually it will be fully colored and have a background too.
Image
B
43
S
19
G
65
Posts: 1,098
Reputation: 37,933

Post » Tue Jul 26, 2016 10:51 pm

I have been working more on ways of displaying the HUD.
https://twitter.com/HandsofSight/status ... 0763621377
This shows how the energy now is displayed around the player, so that players don't have to look away from the center of the screen. I tried to keep it subtle enough to not be too distracting, while allowing the information to be easily seen. The center radius is the energy left, and the outer radius is the recharge. When fully recharged, the energy is refilled and the indicator fades away.
B
43
S
19
G
65
Posts: 1,098
Reputation: 37,933

Post » Wed Jul 27, 2016 4:43 am

Working on background art- figuring out the visual style I want to have.
Image
B
43
S
19
G
65
Posts: 1,098
Reputation: 37,933

Next

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 1 guest