an old mock-up of mine (from 2oo7, i think it was?) with ‘shoppery & illustrator. Contra 4 , developed by the awesome WayForward Technologies and released in 2oo7, was—not that i’m comparing this to it in any way—simply sublime…if your idea of sublimation includes dying over and over again as you learn to platform your way through environments ranging from lush jungles to fetid alien interiors, blasting away endless friggin’ hordes of alien scum without dying so much, and loving every masochistic moment of it. i believe the DS was in its heyday at the time, heh~
It’s been just over a month since i’d posted the previous entry my dev-Journal for my w-i-p flash game Telc Blast (working title), as i’ve been rather occupied talking about spam, wall-Chicken, and various other twistedness, but now we’re back at it again!
…Wait, come back! this isn’t some creepy Smeagle/Gollum or Venom like situation where i constantly refer to myself as we ; rather, i like to think of it as we : you the reader(s), and i, the person who has written that which you are now reading. Without readers, a blog might not cease to be a blog, but it would certainly be a rather sad example of one. But, silly quasi-existential drek aside, now let’s move onto my ramblings about some of the games that i enjoy and—for this project and some littleBigPlanet levels— turn to for inspiration…
Being a MegaMan /ロックマン fan, i’d originally planned on making the game a 2D platforming shooter, and had even played some MegaMan2 (technically the Rockman Complete ロックマン2 Dr.ワイリーの謎 version that is available on PSN) for some reference; we tend to be inspired by what we like after all. I’m currently still stuck on the Wily Machine (UFO?), as this game is rock-hard. Later, i’d changed this to a melee-attack, hence the “melee-01” pose in the image above. Thus, aside from my opinion that the Castlevania series contains some pretty friggin’ fun games, i’ve recently been playing both some Castlevania II: Belmont’s Revenge and Castlevania: Order of Ecclesia (released 2oo8 on the Nintendo DS in NA regions) for reference. Should you care to read about some other opinionated rants regarding some specific game elements from the aforementioned series, such as Robot Ride Armors and wall-Chicken, then click the red links in this sentence.
Picture this: you are Christopher Belmont, Simon’s ancestor from 1oo years prior to the events of the original Castlevania , and basically a Conan the Barbarian look-alike. It is 1591 AD, five years prior to the birth of René Descartes (nothing to do with Castlevania II: Belmont’s Revenge , really, but his evil daemon/evil genius concept is fun), and you’re trekking your way through the spacious 4-shades-of-gray halls of Cloud Castle, the airy—yet (oddly) fully enclosed—home of Angel Mummy*, one of ol’ Dracula’s dusty, dual-skulled lackeys. Trusty Vampire Killer whip in hand, you have endured unholy horrors like flaming knights and knife-throwing lizard-men, survived spiked ceiling and deadly mechanized pulleys, all in the quest to save your bewitched son Soleiyu…but now you’re tired, hungry, and in need of some HP-replenishing nourishment. So what do you do? Continue reading
here we have what is essentially a geekified version of my room, modeled in Maya and mapped with 128×128 textures (think Nintendo 64 era graphics). while i do (irl) have a habit of making my bed everyday, the bed is admittedly a bit spartan. i think all of my cast shadow are way on the light side, too; the whole thing could certainly benefit from some ambient occlusion baked-in. and the rug design is too light to read as any intelligible image. the shelves on the wall need some cast shadows. there’s some oddness to the grass around the base of the Moai in the corner…it could use a couple mounds of dirt around there—and speaking of the Moai Ester Isle head, there’s no friggin’ way that the architectural structure of an average Spanish-style house in the Bay area could support that kind of weight on the second floor… sweet mother of—someone hand me a Gravity Hammer, now! we’re tearing this puppy down!
Live + learn + play~!! >[:)
This isn’t quite that bunny-on-carrot violence that i’d alluded to in a previous entry, but rather the prelude to it: the calm before the storm, if you will. Is this a finished piece of work? Certainly not. note the way the Daucus’ leafy-plume is cut off in a simple straight line. I shall blab about this…perhaps tomorrow, when our yellow star shines its golden rays upon the North American continent~
For the meantime, interpretations, anyone? (feel free to comment!) >[:)
So…here we start off my Development Journal for my w-i-p flash game Telc Blast . Okay, so it’s kind of a lame name that doesn’t quite sum up my concept of the game (a 2D action-adventure platformer), but it’s a a working title.
The above dialogue box refers to the events of what starts off the story of the “evil” cyborg-bunny dr. julius “oC” telcihc‘s (pronounced tell-sik ) adventure: our protagonist’s trusty space ship, the Lepus Graviticus , has crash landed on a alien planet covered with vast, lush jungles and inhabited by the Daucus, a warrior race of carrot-like creatures. telcihc must traverse the terrain to find several of the Graviticus ‘ parts (which had broken off during its fiery descent), in order to repair his damaged ship and return in time for dinner and maybe an episode of the show LOST …wait, does this overall plot sound familiar to you? being stranded on an alien planet, a broken ship and missing part, carrot-like natives?
Did someone say Pikmin, Nintendo’s delightfully charming take on the RTS (real time strategy) genre? Right you are! Well, it’s like they say, if you’re gonna crib something, at least crib from the best. And i’ve been following Nintendo since i first started slaying Dracula’s hellish minions in Castlevania II: Belmont’s Revenge at the age of 12. Okay, so that was Konami-developed, but it was exclusive to the original gray-brick of a GameBoy, with Christopher Belmont and the beautifully detailed backgrounds displayed in all the glory that 4 shades of gray could muster on that cabbage-green, 160×144 pixel resolution LCD screen. In retrospect, that thing was so heavy with 4 AA batteries that it probably would’ve broken the floor if one had dropped it. Yet, regardless of Nintendo fandom and all, i still have yet to acquire me a WiiU…hmmm… that needs to be rectified soon… like maybe when the next Zelda comes out… But what were we talking about again?
Telc Blast, right. There’s that old saying, that there’s nothing new under the sun. So i shall revel in my cribby-ness. Yet, as i am building this as a 2D platformer in Flash, there is already that distinction. And unlike the tiny Pikimin, who make up the protagonist Olimar’s army of cute-but-deadly head-bangers, the Daucus are the enemies in Telc Blast …or so they seem. Suffice it to say that there will be bunny-on-carrot violence, albeit in a cartoony way. Really, as if the gameplay in Pikmin isn’t violent: similar to an army of colorful ants, your floral legions of Pikmin swarm the local fauna and beat them into submission with their cute, leafy/flowery heads, all while slave-driver Olimar stands at a safe distance, whistling battle commands…but, then, that’s part of why i like the series so much (does that make me a bad person?). One could argue that the relationship between the stranded astronaut and his flowery followers is a symbiotic one, but that’s a discussion for another day (or feel free to comment! ^-^ ). So, back to actually creating my Telcihc game, rather than all this blogging!
As you might have noticed from the title above, this is dev-Journal entry no.001, so thank you those who have actually read this far, and stay tuned! >[:)
unabashed MegaMan / ロックマン fan of many years. go figure~
– ロックマン – ロックマン – ロックマン – ロックマン – ロックマン – ロックマン – ロックマン – ロックマン – ロックマン –
like, sure, i could bake up a nice, fresh, steaming bullshit-pie about how i had this dream where Dr. Right gave me a magical mushroom, then i found this lightsaber in a hidden Power-Up Capsule before falling down some long shaft full of giant killer lasers, at the bottom of which i encountered these really cool tangible wood-block pixelArt sculptures and found that the blocky metroid larva had developed a literal attachment to my leg, and then Rock appeared out a giant seashell and handed me a SackBoy hamburger thingy (un Royale du Sackgarçon, as @antikris77 called it?), and that’s what inspired me to draw this in adobe illustrator and blah blah blah… (btw, that’s not engrish. Dr. Right is the good doctor’s official Japanese name in the ロックマン games. but you probably already knew that. Rock & Roll, baby!)
but that’s not true. it’s simply that i’ve been following the Blue Bomber since the days of MegaMan4 on the NES/Famicom (which i, ironically, still have yet to play), and drawing pixelArt combined with other stuff is fun.
now that dragon in MegaMan2 isn’t going to beat itself, so if you’ll all excuse me… >[:)
The concept of islands are inherently cool, whether they’re tropical hideouts, floating-bases in the sky, shadowy military isles in the Alaskan Fox Archipelago, the beautiful Formosa, or the Island in the show LOST.
Wait, floating islands? Why, yes! a number of these gravity-defying beauties can be found in my yet in-progress (but fully playable & passable) exploratory littleBigPlanet level UFO flight test: kotsu-Heliøn, now with version.05 in the works/in-hiatus since nov2o11. It features multiple pathways to the end-goal, sky-high catwalks filled with mechanical enemies, paintinator-related puzzles, sky-Launchers, various mechanical prizes, and a few optional vehicles, including several variants of the single sackPilot flying vehicle: the eponymous kotsu-Heliøn. (if that sounds irresistibly awesome to you, the level can be queued here at http://lbp.me/v/9j-r7e ~)
There are many existing user-created littleBigPlanet levels that feature creative, ingenious, and beautifully designed vehicles, yet the large bulk of such levels are essentially vehicle-demos with little gameplay to speak of beyond simply operating the machines. A number of these might feature some varied terrain for wheeled or walker-type vehicles to traverse (think the Star Wars ep.VI: Return of the Jedi’s AT-STs), but many of these are bland-looking obstacle courses with little setting or “story”. There are also some well-designed and heavily-armed warplane replicas, but many of these reside in empty levels with no enemies to shoot at nor targets to bomb. Then, out of the few levels that have both a well-designed vehicle and a visually engaging backdrop, even fewer are designed to make the vehicles entirely optional. For an excellent example of optional vehicles, i often refer to the Robot Ride Armors in the SNES classic MegaMan X (or Maverick Hunter X on the PSP if you prefer not to go quite so old-school).
One of the several sections in the game that feature this punching mech can be found in the latter half of Sting Chameleon’s jungle-themed stage; in this section, shortly after ascending a hill, the player—as the protagonist X—will find a Robot Ride Armor directly in his path, which he can pilot to the end of the stage while pummeling reploid-baddies with the mech’s giant metal fists. From a gameplay perspective, choosing to pilot the Ride Armor not only adds some variation to the standard running + jumping + shooting action by offering a powerful short-ranged melee attack, but also gives the player some armor protection with which to survive to the end of the stage (where a boss battle awaits, like in almost all 2D platforming MegaMan games). Yet, should the player choose to abandon the vehicle halfway or simply not pilot it at all, the stage can be completed entirely on foot—and that is what i love so much about it: that the vehicle is entirely optional. It’s an option that can temporarily empower the player, but with some skill and careful weapon-choice, one can take a different approach to pass the level. After all, choice is a large part of what MegaMan/
ロックマン games are about. But i digress.
So, back to littleBigPlanet. That is the type of level that i aspire to create in LBP and hopefully in Flash (moar on that another day): levels where the vehicles are integral to the level-design and gameplay, where the player can still pass the level entirely on foot, and where some bonus areas are accessible only on foot, and others can only be reached by the utilizing the vehicles.
UFO kotsu-Heliøn – mk.IIc mecha影 (the “mecha KAGE” style-variant of the single sackPilot flying vehicle; the Heliøn’s operating tips can be found here)
Flying is liberating! At least if you can stomach the balance-based control scheme, that is.
(There is also a multi-seater anti-Grav controllinator variant, the kotsu-Heliøn: mk.III (AG), hidden early in the level.)
Leave a comment and tell us about some of your favorite vid game rides! >[:)
hmmm… note as of may8th2o14(木): peculiarly, this is my most Spammed post (see #SpamSlam on twitter~), w/ various frakkin’ damn-dirty ape amoral people (or more likely toaster robots) attempting to post bogus generic “positive” comments on “how they accidentally happened on this post while feeding their 3 cats and a parakeet” and “how this was such a valuable write-up and that they’ve added it to their RSS-feed definitely come back to read more”…and this was back when this post had simply 1line “beef. it’s what’s for dinner.” + the above Porterhouse Sack(boy) image. frakkin’ meatheaded morons. it’s like moar douchebaggery than Olmec & Dr. Fetus―combined―can dish out…and minus the thumb-breaking platforming fun~ o_O
*sigh* it’s like poor sackBoy is just meat to be kicked around in the dust…
friggin’ ppl, i swear. yes, i’m ranting. obviously. as much as i love SPAM in my fried rice, all you douchebag spammers out there oughta just get a life, and go crawl into some hole away from the world and the interwebz and…enjoy some SPAM-musubi. ‘cuz those things are dogdamn delicious! ah well, c’est la vie~ >[:p
so here (below) are my three currently existing sackiCon Sillies, a single-panel web comics series that i’d started in the fall of 2o12 as part of the Weekly Planetarium on the littleBigPlanetarium.com fansite (a site which, sadly, has been a bit on the quiet side of late). the series is currently in hiatus, as lately i’ve been focusing my energies on a UDK deathmatch level and Flash 2D platformer game starring my leporine online alter-ego, dr. julius “oC” Telcihc.
having drawn a number of sackiCons since around march of 2o12—at least 70 to date—i wanted to explore some simple, single image gags revolving around some “everyday” troubles that a sackiCon might encounter, considering that the diminutive SackBoy-inspired characters often sport super hero-ish, game-related, and/or scifi features, such as Doc Ock-like mechanical tentacles or pyrokinetic powers. like, suppose you were capable of summoning fire by sheer will; it might mean that you can flambé your enemies with ease (especially if you happen to have a bottle of liquor handy), but can you finesse your skills to cook a fine steak just right?
As for moar sackiCon variants-to-come, Star Wars Day has come and gone, but a lightsaber-wielding variant is in the works… do i have moar votes for Vader or Maul? (feel free to comment!)
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sackiCon sillies: no.01 for WP-ed.38 – 11.02.2o12(金曜日) ~
the truth is, one can have too many arms… >[:)
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sackiCon sillies: no.02 for WP-ed.39 – 11.12.2o12(月曜日) ~
yeah, it happens sometimes… o_O
captions の 中文翻譯: “我原本只想煎6分熟的牛排…” >[:)
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sackiCon sillies: no.03 for [the never released] WP-ed.41 – 12.16.2o12(日曜日) ~
Abduction & Murphy’s Law… o_O >[:)