Razzia - Cinematic platformer

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Post » Mon Aug 03, 2015 1:39 pm

Pretty cool! To tell you the truth: I would use them both. The first one for the earlier sequences to give a wider outlook on the game world and to communicate the sensation of a vast world ripe to explore and the second one for mid-/ endgame giving the game an aesthetical highlight.

The first picture creates the impression of tranquility and clear air whereas the second one implicates a humid climate. I can't help but the second picture looks to me like the base of exactly that mountain that is shown on the first image in the background!

So the first picture is more focused - that is out of question. But I would use the sprites from the second one for special portions of the game where dense understory or thickets of young trees would block visibility. I would also tone down the colors of the background plants a little bit to distinguish the background from the foreground.
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Post » Thu Aug 06, 2015 2:38 pm

Thanks Liquid. I've done some additional work and I think I'm finally happy with the new style.

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Post » Fri Aug 07, 2015 11:06 am

Yeah, thats it! It suggests real adventure in exotic locations. Very good work! How many single screens will your game have?
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Post » Fri Aug 07, 2015 3:24 pm

I don't know, each level have 30 screens standard, though some levels take less and some more.
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Post » Mon Aug 10, 2015 2:03 pm

This looks great man! Love the Prince of Persia-ish mechanics! Also great to see fellow Scandinavians in here.
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Post » Thu Aug 13, 2015 11:59 am

Thank you JanLindso, go Scandinavia :)

I'm currently getting swimming into the game. Here's a gif :)

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Post » Mon Aug 17, 2015 10:21 pm

So I wrote a blogpost on Gamasutra about my problems with static screen gameplay and widescreen and after a few days it sorta hit the frontpage for some reason:

If anyone want to read it you're most welcome and if you want to discuss the issue here on the thread I'd glady do so since the topic interests me (technology limiting design) a lot.
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Post » Tue Aug 18, 2015 10:57 am

I prefer the new style too. Looking at Flashback or Another world they have even fewer colour variations and details, but clever use of space. Your game is looking great. I love cinematic style games, AW and FB where some of the first I played on the Amiga.
My Games on google play

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Post » Thu Sep 03, 2015 11:06 pm

Thank you 4ror!

I've been working the last few weeks on reworking parts of the engine to make developing more efficient, I took the time to implement moving screenchange (as opposed to an instant change) and I also (finally) fully implemented the teleporter. Immediate improvements/changes can be viewed below, hope you like it :)

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Post » Fri Sep 04, 2015 2:22 pm

Love the teleport animation when the character falls out the other side. Very nicely done.
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