’cause nothing else makes your day during a leisurely romp through a game-world quite like being chowed on by a couple dozen lil’ hungry critters that slowly–but surely–sap away your sweet, sweet, precious HP…and the only way to get them off is to run around thrashing like a bloomin’ idjiot~ >[:)
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! >[:)