CYCLOSA - platform shooter/adventure

Show us your works in progress and request feedback

Post » Tue Aug 19, 2014 3:30 pm

Hey guys

I've started a project that I've wanted to do for a long time. Basically it's a new take on Turrican on the Amiga (at least the way I remember it), mixed with more varied adventure and exploration. The thing for me is pacing and getting the right balance of gunplay and exploration. Most of the story is told through the environment but the pure story beats will be spread out over the game an push the action forward.

CYCLOSA
You play Kit, who crash lands on an planet overrun by a robot army. Your battle suit and your gun are intact but underpowered, and you have to collect key components of your destroyed spaceship (spread out over the land) to regain power and make it out of there.

My thoughts so far:

- Second-to-second running and gunning should be tight, lots of focus on feedback, movement, and finding the right difficulty sweet-spot.

- Make it kick-ass in a low-fi kind of way. No over-rendering of the visuals - if the right feeling is there then it's done.

- Target resolution is 320x200. Use a 16 color palette for each area. Limitation is key here as a challenge, just to see how far I can push it.

Some stuff>

Title screen (because yeah why not)
Image

Player char. This will change as I go and refine game play. Right now I'm using a 16x32 sprite set up for crouch and 8direction firing (the gun is a separate object rotating at the shoulder). Having a lot of trouble to get basic movement to feel right as I was using the Jump-through plugin on my tiles. I think I'll end up dropping that and go for a less "jumpy" style of play. If the crouch/run/climb stuff doesn't feel right I might do a more super-mario style control and then I'd have to revise these decisions..

Image

quick mockup/concept of an environment. I like how it's set up for parallax fx but it feels a bit dull when its so gray. I'll have to tweak it, more popping colors and more interesting shapes. Some environments should be very post apocalyptic but with signs of robot invasion (alien tech etc). I'm also thinking about adding an alien flora/fauna that's connected with the invading robot aliens.. We'll see.
Image

Thanks for looking guys, any thoughts on this so far?

cheers
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Post » Tue Aug 19, 2014 4:08 pm

I like it. Looking forward to gameplay videos or demos
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Post » Tue Aug 19, 2014 4:29 pm

Love the style
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Post » Tue Aug 19, 2014 6:32 pm

Loved turrican so really looking forward to how this turns out


Love the graphics style
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Post » Tue Aug 19, 2014 9:20 pm

Looks great so far. Following.
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Post » Tue Aug 19, 2014 9:39 pm

Did you play with the opacity in the last image ( background buildings ), Or you import it like this.
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Post » Wed Aug 20, 2014 7:26 pm

Thanks for the encouragement guys.

A0Nasser wrote:Did you play with the opacity in the last image ( background buildings ), Or you import it like this.


The quick test I did was just to take this PSD and convert each layer into a indexed palette image with alpha for the see-through parts. So no real effect on opacity. Then I assembled in construct on different layers with different parallax values. It kind of works as far as the effect i was going for but not for other things. I made each parallax layer extend beyond the screen borders (and make them tileable along the x-axis) so that the scene can be extended.

I'll show some more images when I've made more progress :)

Right now I'm working on run loop for the player character. Might be wasting a lot of time here as I don't know what the speed will end up being for the best game play. Should probably just be using still frames for different poses and placeholder movement to illustrate locomotion, but I need the pixel animation practice!

Any good tutorials on making good action pixel animations?
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Post » Wed Aug 20, 2014 9:14 pm

The background looked awesome.

I'm also working with the character movement right now, Learning spriter software and it's very sad that there no easy way to make this.
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Post » Thu Aug 21, 2014 8:08 am

A0Nasser wrote:The background looked awesome.

I'm also working with the character movement right now, Learning spriter software and it's very sad that there no easy way to make this.


Thanks! What's your impression of working with Spriter so far? How easy is it to integrate into a Construct project?

btw what do you guys use for capturing video from your games? I tried CamStudio but all I get is 12-15 fps (variable, so that really sucks) on my underpowered laptop. I installed FRAPS but I can't get it to start recording.?
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Post » Fri Aug 22, 2014 2:28 am

Spriter is amazing tool, But hard for me to learn.

I have Camtasia and it works great.
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