The Wild West (wip)

Show us your completed creations made in Construct 2

Post » Wed Oct 24, 2012 11:40 am

NOTE: 26-01-2013
Yes, we (I and 'The Wild West') are still alive.

* The image is at 1:1 scale, click it to see at x2

UPDATE: 08-12-2012

Hey ya! Hi!
Some (slow, as always) progresses with The Wild West, my main project.
Today, Im showing you three teaser gifs + some changes I made that its problably not show in a right way through images:
  • Gamepad support. Now the game is fully playable (menu and game) without the keyboard only using the pad (tested with a Xbox360 like controller). I have some future interesting ideas around this feature.
  • They are not very noticeable in the screens (gif compression), but here are some new ambiente particles and effects.
  • The sun has some technichal change too to make it more "real" or at least, for western effective.
A new enemy/indian type. He shots arrows directly to you (not finished yet):


A pre-alpha ver. of an another enemy type: wolves (I gotta redesign and reanimate them from the ground, I know, but I wanted to make their AI and test them early):


New slomotion mode activated/deactivated in critic moments like just before a boss:


Still lots of things to tweak, create, implement, finish...
Thanks for all your attention, words and support.

PROGRESS
**********
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UPDATE: 24-11-2012
Too much time without any updates or new notices about the game I think, so here are some new screenshoots (or teasers).
These last days/weeks, Ive also started another parallel game project (that I cant announce till now) not to get saturated with The Wild West and continue workin on it with illusion (and new experiences and knowledge).
Well, lets go to the interesting part (hope that):

Some (maybe unlockeable???) filters to add variety :):

Scanlines (sh*t, I think they arent visible at this sh*tty gif xD, but I promise they are there, jaja):


Black&White:


Old tv (sorry for the weight of this):


Pure wild west (my favourite one, I think):


Two extras:

Lets take a look at the new pain effect: what do you think? has I improved it from the last ones :)?


And a more interesting and longtimed teaser, with some unshown enemies and behaviours:


And thats all for now guys! Hope you like it.
I will continue updating the topic as I progress. For no, I will work on this all the incoming week, and gotta say weve started to design music too (yes, I say we because the music is not goint to be mine).
Thanks for all folks!

PROGRESS
**********
Yes, its still at 20%, Im not too good controlling it xD.

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UPDATE: 05-11-2012

Well well well, as today an indie retro game lover magazine has posted a coverage about "The Wild West" (link, link), I think its time to show some new screenshots and improvements (and I have more to come, but I prefer to make things with time).
So, here they are:

Started to add an interactive minimal simple menu to the start screen:


The new "reload" hud element (you can compare it with the older one from first post). Much cleaner and intuitive:


Jumping and shooting:


New basic enemy (they are more difficult that they seem at start): scorpions:


New enemy killing dynamic (as you cant shoot downward):


Pain effect for when you are hitted:


In the last days Ive been working on:
  • bullet (and bullet hit) improvements
  • Day/night cycle bug fixing
  • New enemy types and designs
  • Hud improvements
  • (unlockeable???) Filters (screenshots to come)
  • Jumping/falling/landing poses
  • Internal optimizations
  • First boss fixes
  • ...
And thats all folk for now :).
Thanks for all your motivation and support.

PROGRESS
**********

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Hi everybody
As somebody of you know, I started to work on a title called "Dieeeeeeeeee" some time ago, but as you can notice, I decided to pause its development and create something more direct, fast and why not say, easier to design. And thats how I started to work on "The Wild West" about 2 weeks ago (in the few hours I have free after my sport trainings and office works).

Every image Im posting here is directly taken from its gameplay (Ill publish a pre-alpha demo and gameplay video in the near future).
Its my first "pixel-art" based project, so dont be very cruel with me.
Well, the ingame screenshots, hope you like them:

Live title screen


Jump


Shoot


Shoot + Reload message


Reload


Life package


Life package taken


First simple enemies


Buffalo boss 01


Buffalo boss 02


Buffalo boss 03


Dead

(You can open the images in a new tab for viewing them at theirs original x2 size)

The game features day/night cycles (with heat effect), dynamic clouds, life packages, stars, enemy creation points, particles, basic physics for some objects, ...

Future plans:
  • More and more enemy types (of course)
  • More animations (for player and enemies)
  • More bosses
  • Changes/Redesign of messages (reaload, boss, ...)
  • Music + sounds (now it have some testing temporal sounds
  • Some titlescreen options
  • Secret (for now) features :)

Everything is made by me: graphics, animations, game developmentm game idea, gameplay system... although Im going to be helped for the music and sounds.

PROGRESS
**********

And, as always, sorry for my bad english :).
Thanks.
sirLobito2013-01-26 11:30:56
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Post » Wed Oct 24, 2012 2:04 pm

That looks really really great.
I love your style, the wide screen and the background (which feels unique to me) !

I can't wait to try it.
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Post » Wed Oct 24, 2012 2:30 pm

Nice! I'm wondering what sort of gameplay it is. :D
I like the ultra scope game view.
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Post » Wed Oct 24, 2012 2:31 pm

That's a really interesting looking style.
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Post » Wed Oct 24, 2012 3:05 pm

As far as screens go so far so good.

The polish is apparent. Can't to see how it plays.
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Post » Wed Oct 24, 2012 3:17 pm

@sirLobito I wonder why you decided to make so wide screen. It seems to me that because perhaps the there will be a lot of chases in the game, but that's just conjecture.

Is that really your first pixelart-based project? Looks really great, so I don't believe you
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Post » Wed Oct 24, 2012 3:28 pm

Thanks men for all your critics (all have been good for now, this is nice :)) and support. I sometimes need thing like this to continue workin on.

I think Ill publish a little video gameplay soon (I want to show things slowly this time, the experience, jeje).

@everybody: The gameplay type is very classic, fast and direct. Im trying to keep it as simple as I can to play, but believe its not going to be a very easy game because of that.

@bodziostawski: There isnt any chase at all, but every minute there is a chase to play (if you want). Youll understand that soon ;). And yes, totally true, its my first pixelart based project (but Ive and advantage, Im designer). Ive never made anything based in pixelart, but some weeks ago I started trying to learn/drawing (for my previous (actually paused) game), and well, Im getting there I think :)). Its been hard, but as designer, I love challenges :).sirLobito2012-10-24 15:29:47
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Post » Wed Oct 24, 2012 6:27 pm

Looks cool so far. Hope to see a playable demo soon!
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Post » Wed Oct 24, 2012 10:54 pm

It's good that you are taking new challenges. I believe it gives you pleasure, which will result in the final result of your game development! Looking forward to test your game!
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Post » Thu Oct 25, 2012 8:52 am

Looks ace, really like the framing.
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