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Some game I made, AC meets DS


Fragrant

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@Bae Yeah, lol. X D

 

@TankTopBuddha Yeah, it's hard for me to write something in a "normal" way without going over-detailed. And thanks.

 

Anyway, Teradius lineart.

 

http://s20.postimg.org/npqumm1sd/Roster_Teradius.jpg

 

5 of the 7 pages of a comic intro I'm working on for Rayburst.

http://s20.postimg.org/5j3yf50gd/RB02pg01.jpg

http://s20.postimg.org/blbl5mowd/RB02pg02.jpg

http://s20.postimg.org/3or3xedfx/RB02pg03.jpg

http://s20.postimg.org/7q87325ql/RB02pg04.jpg

http://s20.postimg.org/ilzkyeqod/RB02pg05.jpg

http://s20.postimg.org/408ka5tvx/RB02pg06.jpg

 

Here is the dialogue that goes through all 7 pages. I need to refine it some more, the part that says "notes" is small text below the pictures, which I'll place at the end or in smaller text.

 

Through out the cosmos, on the vast and many planets...

 

IMAGE: Planets

 

...dwelling among ordinary organisms...

 

IMAGE: Super cell.

 

...exists life forms that defy logic and imagination...

 

 

On primitive worlds, they were considered deities or devils...

 

Note: A lovers quarrel between two of these life-forms was mistaken as a fight between "good and evil" and thus these forms where forever engrained into history as the difference between a saint and fiend.

IMAGE: Angel vs Fiend.

 

But now in modern times and through out all advanced worlds, they are known as All-timats.

IMAGE: Show a monkey All-timat amongst normal monkey brethren.

 

All-timats. who used this power for good where known as super heroes.

IMAGE: {Show main characters, with silhouttes of other characters behind them.}

 

*Those who used this power for gain at the expense of others, where known as super villains.

IMAGE: Show entrepeneurs, villlains, dragons, etc.

 

Regardless if they helped or hurt others, they were powered by the same source at the molecular level.

 

A power that many sought, others awakened, and the rest feared.

IMAGE: Show hands, paw, tentacle, reaching out to light.

 

This power is known as...

 

RAYBURST

 

EDIT: Some of the pages are still undone, gotta add shading, and I'm having trouble coloring the monkey. I might make him red furred though. He might join the main team later, as well as a gunslinger, probably a new design/old unseen design or Duel Bolton.

 

Finished coloring the characters:

 

http://i.imgur.com/RkjJ1ji.jpg

 

Teradius: Great sense of justice. Moderate personality.

 

Norond: Gruff, tough guy.

 

Baratus: Likes fighting, easy-going.

 

Yukiko: Soft-spoken.

 

Tortee: Sensable.

 

Done.

 

http://s20.postimg.org/8ha40bmvh/RB02pg01.jpg

http://s20.postimg.org/f3wrti4jx/RB02pg02.jpg

http://s20.postimg.org/y2qxdwzgt/RB02pg03.jpg

http://s20.postimg.org/otor3sqkt/RB02pg04.jpg

http://s20.postimg.org/5kn301h1p/RB02pg05.jpg

http://s20.postimg.org/4q54rqykt/RB02pg06.jpg

http://s20.postimg.org/kumy78cjx/RB02pg06a.jpg

http://s20.postimg.org/daygix8r1/RB02pg07.jpg

http://s20.postimg.org/n6zjikej1/RB02pg08.jpg

http://s20.postimg.org/vzgi68znx/RB02pg09.jpg

Edited by Fragrant
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@TANK TOP BUDDHA Yeah, lol

 

@Dantonio the Demon My bad, I'll fix it once I get the time, thanks for catching it though. Yeah, me too, lol, those character won't appear until #2, but I hope it creates hype for the game itself.

 

I was really busy finishing the gameplay mechanics, just added the last thing, the "extra"/"non-native" skills to the game. Lunar Slash are energy blades. Solar Bolt is a slow moving plasma shot that increases in speed during it's duration, and explodes after traveling a short distance or hitting an enemy. And Stellar Bang is basically "Assault Armor" from ACFA, but right now, even with an energy cost of 45%, it's somehow spammable with high energy characters, lol.

 

I'll post some vids later today once I reinstall most programs, like OBS.

 

Lunar Slash is basically the style of attack the feline girl, badger guy, and cheetah guy use.

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The new control scheme page for Rayburst, I'll have to make a keyboard version for PC release:

http://cd8ba0b44a15c10065fd-24461f391e20b7336331d5789078af53.r23.cf1.rackcdn.com/gamesalad.vanillaforums.com/editor/bt/kedafy9hs8z6.png

 

For keyboard, I'm still deciding, it will most likely be YUIO to mirror the face buttons, and HJKL for the triggers, or would it be better to reverse that and have HJKL to mirror the face buttons?

 

ASWD for movement but somebody suggested arrow keys for movement. I can only go with either or, since it be really hard to give the player the option to switch between the two, although I could try, but might delay release.

 

EDIT: I re-added the stun system for enemies again after solving the lag issue. This time with a different setup. Say if the player's attack is at least slightly over double the enemie's defense, then they have a 20% chance to put the enemy in stun with each attack. The % increases in increments of 20%. So if the player's attack is just slight over 3/5ths or more above the enemy players defense, then the stun chance becomes 40% and so on. I might change the formula, maybe make it start at at least slightly over equal value to the enemy defense, with a minimum of 10% chance to cause a stun effect.

 

 

EDIT: On keyboard:


  • new control scheme is: UIOP = Angle change, Technique toggle, Energy charge, Zoom In/Out and HJKL = Special Attack, Normal Attack, Signature Movement, and PowerUp

  •  
    WASD is directions

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  • 4 weeks later...

Hey, I just got done making major updates to the game. For example the GUI, {I want to put little orbs at the start of the meters, which show the status of the meter, such as turning black or getting a little X over it would mean they're in an "energy out" or are fatigued and so on. In fact, I might add that tonight.

 

Anyways, screenshots:

http://s20.postimg.org/r7xu9f8ul/RB00000.png

 

http://s20.postimg.org/vv3wb6w7h/RB00002.png

 

http://s20.postimg.org/xo6szihe5/RB00004.png

 

And I gotta update the tutorial to cover how to use the inventory. As well as some of the graphical GUI changes. I think the new inventory is about done, everything is an order that makes sense.

 

Some new art of the characters in Rayburst 2:

 

http://s20.postimg.org/p9w88jmob/RB2roster.jpg

 

The gryphon will have lightning powers, the kappa girl has a water element power that allows her to make shields of liquid with various effects, usually around the shell shield she has. The Yuki-onna girl has ice powers, which she uses mainly to make arrows, which freeze targets on impact or creates a small blizzard, and other ice related effects.

 

Finally figured out the Ogre's power, he is a rock type, uses it to enhance himself, for example, hard skin for increased defense, but lowered speed, or he will imbue himself with magnetic rock, allowing him to be lighter and move faster. Coal rock makes him resistant to fire, energy, and other heat attacks. He can imbue himself seperately from the weapon, so he can say make himself magnetic rock so that he is lighter for higher agility, and imbue his bat with the same, so that he can swing it really quickly, or imbue it with a very hard rock type, for maximum damage and combining it with his light body, for momentum based attacks. It really changes the way he fights depending on what combination he uses. Right now, the way it will be implemented in the the game is that technique will change the attribute of his weapon, while angle/effect button will change his body effect. SA is just a heavy bat lunge, while NA is a quick bat jab, this is unique to him, so that he isn't able to change his attacks, just his properties. He was always a rock type, but I was gonna do something dumb, like say he doesn't use it, but I had to really think hard to come up with a way for him to use rock powers without something obvious like creating rocks in his hands, which is too common and only useable by somebody with high spirit power anyway.

 

He has a special attack called "Homerun", where he can bat away an opponents projectile attack right back at them, but it requires he picks the right rock power up for his bat, in order to deflect the appropiate technique, eg coal rock against a fireball. Theoretically, he could manifest a rock in his hand, but it take all his energy, and he could use it as a ball to bat at an opponent, but he is better off using his rock energy as powerups instead.

 

The cheetah dude is neutral element. He just uses slash based attacks and has high speed.

 

And for Rayburst regular, added the orbs to the meters. I don't know what other changes I might make to the GUI before release. Desktop versions won't have the bottom stuff.

 

http://s20.postimg.org/5j402ocy5/New_GUI.jpg

 

http://s20.postimg.org/epmapyi6l/New_GUI2.jpg

 

http://s20.postimg.org/3or5kxpxp/New_GUI2a.jpg

 

http://s20.postimg.org/5x5c29x1p/New_GUI2b.jpg

Edited by Fragrant
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True, can't wait to work on him, at least, I hope I'll be able to. Once this game is done, the only way to have time to work on #2 is by funding. Hopefully, I get revenue from this game to be able to fund Rayburst 2's development. I'm going multiplatform to increase those chances. Even though this game is meant for desktop and played with a controller, I have to make it compatible with smartphone touchscreens to release on those platforms, in order to get profit from every possible place I can.

 

Anyways, screenshots and vids:

 

Ritrika's Fata Morgana, notice that after she gets defeated, on the second try she uses it right, lol.

 

Ritrika's flight is smooth now, her standing animation no longer shakes as well.

 

Pif's new move, psy-manipulated, variable energy beams. Has the potential to be broken if it wasn't for the fact that she needs to constantly recharge her power for this move to be as powerful as it is.

 

Grafto new gameplay, testing out the new way his boost works. His boost system is named "Full Throttle", he totally depends on "quickboost" type propulsion to move fast. Removed his "slow" booster. Think of it as an AC with only quickboost equipped and no boosters, lol. The attack in use is mostly his non-ultimate drill blade.

 

Screenshots, although I should have taken high-res versions = _=.

 

http://s20.postimg.org/5xnpl8qkt/RBscreenshots00.jpg

 

http://s20.postimg.org/9wkx42f7x/RBscreenshots02.jpg

 

http://s20.postimg.org/rlcnvoqz1/RBscreenshots03.jpg

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Trying to make promotional art for the game, to go on banners. Really hard to get a cool pose for Phreit Nor. Already got something for the others. But Phreit needs something that screams "laid-back gunslinger", so I'm not done yet. Grafto's pose is based of the sword stance of a similar character I used in a comic from years ago, lol. Plus I finished the Adventure modes map select screen, yeah.

 

http://cd8ba0b44a15c10065fd-24461f391e20b7336331d5789078af53.r23.cf1.rackcdn.com/gamesalad.vanillaforums.com/editor/j1/iu6xbn8wg3ma.png

 

http://cd8ba0b44a15c10065fd-24461f391e20b7336331d5789078af53.r23.cf1.rackcdn.com/gamesalad.vanillaforums.com/editor/b6/pzgnba2prnhf.jpg

 

http://cd8ba0b44a15c10065fd-24461f391e20b7336331d5789078af53.r23.cf1.rackcdn.com/gamesalad.vanillaforums.com/editor/7t/c61pxyxq451r.jpg

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@Tank top legend Yeah, he should be easy to make look cool, but I'm just having probs imagination wise I guess, lol.

 

@Nomrah True that, sounds awesome, it's gonna be hard to pull off for me, lol.

 

I updated Grafto, he has a stance, the one from the newest pic, as a sprite, it was my plan since the beggining of development, but I couldn't really add it before now due to not being able to get the mechanics to work back then.

 

He uses this stance in his new move, which replaced the old #5, the only incomplete move in his arsenal. I updated his page to reflect his new moves:

 

Plus, if he exceeds a certain speed, a particular sound effect plays. His #6 and #7 moves are the only ones fast enough to trigger this sound{only when full powered up}. Doing a double quickboost or charged quickboost plays the sound as well.

 

 

His new #5, his strongest early move, with the second highest attack in his arsenal, but is the slowest as well when unpowered.

 

Updated page, all drill moves have the suffix "vexing" now, all moves with their own charger outside the default version have "path" as part of their name.

http://www.rayburst.net/grafto.html

 

I'm gonna put numbers in the technique box, so it's easier to refer to each technique in game.

 

I'm thinking of giving Phreit Nor an "Overboost" technique, complete with a charge up time and unstoppable propulsion just so he too can reach a speed that causes that particular sound effect. He will not be able to abuse it the way it can be in AC, it will be more of a 'get out' kind of move if he is being bombarded and needs something break the stunlock of 20 projectiles coming down at once. If he does get it, the Phreit has Overboost, and Grafto has quickboost as homage to the AC series, lol. Besides, Phreit Nor needs a combo move, Ritrika and Pif both have a combo move where if two buttons are pressed, they can activate a special ability like invisibility or a shield if Pif.

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I did not rest, 'till I had that epic Phreit Nor pose, and I got it, along with finish the Ritrika pic, lol.

 

http://s20.postimg.org/z0z2f08el/Ritrika_New.jpg

 

http://s20.postimg.org/fx5qynvkd/Phreit_Nor_Newtoo.jpg

 

I was working on some boss art a day ago, I need to finish it. I wanted there to be 3 bosses in the game to encounter within the 20 levels in adventure mode.

 

http://cd8ba0b44a15c10065fd-24461f391e20b7336331d5789078af53.r23.cf1.rackcdn.com/gamesalad.vanillaforums.com/editor/pj/118adpntrk6s.jpg

 

They are "improved" forms of two regular enemies, the SideWinder and the Salamandra, or better to say they look more like the original form, and the soldier forms are weaker, "mass production" versions.

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@Nomrah Thanks!

 

I've put a boss in the game finally, using special stuff meant for bosses. Now I just gotta make the "boss" level attacks as he is nearly harmless, unless you get near his mouth. I should probably have him make some distance when he shoots fireballs, and probably make it so his own attacks work against him, I'll figure it out.

 

Afterwards, I work on the yellow dragon, the air king Salamandris, and then the final boss, that green and yellow dragon that makes the other dragons look like rodents, that I posted a while back.

 

As you saw in the video, the defense is so high(200), he doesn't even flinch when he is hit. The dragon soldiers have defenses ranging from 12 to 50.

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@TANK TOP LEGEND Thanks man. I finally made something cool for Phreit Nor.

 

Anyway, new vids:

 

Dragon Boss Vertigon is done, and he is merciless.

 

I'm still working on Boss Salamandris, if he's hit in the head, he takes damage, but if hit in the back, the armor protects, as well as does small amount of damage.

 

I recorded at low res in order to capture the speed of the game.

 

So that's 2 bosses in the game now. The final boss, who you saw in that screenshot from months ago. I still got to work on him. It's just he gots a special pattern, so I'm still thinking of how to execute it right.

Edited by Fragrant
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  • 2 weeks later...

Some more art, and a gameplay vid of a gem that drops from dragons, which gives the character an extra boost in power {30% for the normal power gem, and 10% for the boosted power gem}.

 

http://s20.postimg.org/jqvzg72bx/Grafto_New.jpg

 

http://s20.postimg.org/l3doi2zrh/Grafto_New2.jpg

http://s20.postimg.org/6lgha38gd/Pif_New2.jpg

 

New gameplay vid {what do you think of the load screen?}

 

The over 9000 reward at the end is accidental, but humorous nonetheless.

 

New screenshots:

http://i.imgur.com/KLXkhmH.jpg

 

Dom Partron, Mystery Salesman {IF he becomes a secret playable character, his weapon is a grenade launcher or other heavy type gun, nearly all 7 of his techniques will involve big shot or final shot class shells, since his gun type wouldn't be able to use potshot and some other shell types. He'd be able to use Long Shot class shells too, which are completely unusable by Phreit Nor, who could barely use the weakest of the final shots.

 

http://s20.postimg.org/kvq1lkost/Mysterious.jpg

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Right now, it would look like a back mounted Grenade launcher, but with the barrel being retractable, when fully retracted, looks like a bookbag. He wears it on his back on a magnet, so as to not use straps. {Or velcro if I wanna make it funny.}

 

Anyway, the game demo is on the site. The only thing in tutorial I forgot to put up, is a gem-power up explanation.

 

http://www.rayburst....game/index.html

 

Let me know what you think of the game. The controls are explained in tutorial mode, by pressing left or right till you get to the end.

 

WASD= directions. HJKL = actions, UIOP = advanced stuff

Edited by Fragrant
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Just designing a mascot for a new, small game with very simplified controls and easy to understand game mechanics.

 

Right now I'm thinking of calling it "Seal of Dissaproval".

http://cd8ba0b44a15c10065fd-24461f391e20b7336331d5789078af53.r23.cf1.rackcdn.com/gamesalad.vanillaforums.com/editor/g5/q11h6mzuoy74.jpg

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