[GIF] Beat'em-Up WIP - The Basics
Sorry for the crappy gif. I had to murder this file to squeeze it into the tiny 10MB file limit. I'm not ready to put up a vid on youtube or something to link out something better quite yet. I just wanted to show a little progress and this gets the job done.
It turned out to be way easier to do this than I thought. The enemies are just palette-swapped clones of Geji right now, since I borrowed the sprite and animation data from him just to get the concept working. The palettes are actually alternate color sets I started working on for him. The green ones are "brawlers," set to run up and do basic attacks. The black ones are "zoners," trying to stay at a certain distance to just throw stuff at you. Was also a test to see how helpers handle palette remapping.
These two types are very, very basic, but it's a great start. Later on I will have multiple enemy types, as well as type-variants or something to that effect. The basic idea is that each enemy type will have multiple "jobs" and the job will be implied by their palette and/or stance. So a "Bandit" enemy type could be a brawler, ranger, grappler, cover, look-out, ect., each having their own behaviors and movesets. I'll theme the job types to what the enemy type is.
I'll also be adding in randomized "champion" type enemies. They are any normal enemy, but given a random buff of some kind that'll be indicated by a color shift, sign or other visual effect to imply what type of buff the enemy has. The buffs could be simple stat boosts or special abilities/attributes. I'll also make a few levels of these, where, lets say, a level-3 champion will have 3 different buffs.
With time, I'll have a series of levels and such to progress through, with lil story tidbits for the character being played and enemy variance as stages progress.
Yeh
It turned out to be way easier to do this than I thought. The enemies are just palette-swapped clones of Geji right now, since I borrowed the sprite and animation data from him just to get the concept working. The palettes are actually alternate color sets I started working on for him. The green ones are "brawlers," set to run up and do basic attacks. The black ones are "zoners," trying to stay at a certain distance to just throw stuff at you. Was also a test to see how helpers handle palette remapping.
These two types are very, very basic, but it's a great start. Later on I will have multiple enemy types, as well as type-variants or something to that effect. The basic idea is that each enemy type will have multiple "jobs" and the job will be implied by their palette and/or stance. So a "Bandit" enemy type could be a brawler, ranger, grappler, cover, look-out, ect., each having their own behaviors and movesets. I'll theme the job types to what the enemy type is.
I'll also be adding in randomized "champion" type enemies. They are any normal enemy, but given a random buff of some kind that'll be indicated by a color shift, sign or other visual effect to imply what type of buff the enemy has. The buffs could be simple stat boosts or special abilities/attributes. I'll also make a few levels of these, where, lets say, a level-3 champion will have 3 different buffs.
With time, I'll have a series of levels and such to progress through, with lil story tidbits for the character being played and enemy variance as stages progress.
Yeh
Category Artwork (Digital) / Fantasy
Species Exotic (Other)
Size 639 x 363px
File Size 9.14 MB
That's pretty clever! Thanks for the insight! That honestly looks really good and smooth already! From what I can tell there's no real foreground and background movement, right? So it's all on two axis only. Feels like you might need quite a bit of focus on aerial attacks to use the screenspace then, but seems like you've got that covered too!
Definitely looking forward to this :O
Definitely looking forward to this :O
Well, yeah, that's my focus. I wanna focus on fighting game-like combat and simple platforming. So, the focus will be more on aerial combat and such. X3
Edit: and furthermore, I'll be using a background/foreground lane sort of thing for some dodging type things and as an enemy "bench." where they'd come in and watch a bit before jumping into the fighting lane when the right trigger happens.
Edit: and furthermore, I'll be using a background/foreground lane sort of thing for some dodging type things and as an enemy "bench." where they'd come in and watch a bit before jumping into the fighting lane when the right trigger happens.
MUGEN doesn't. It's one of the reasons I wanna move away from it once I figure out a more proper engine. It's very limiting in maybe ways that I don't like. But for the actually gameplay prototyping, it can do everything I need, even if certain things need some intricate workarounds.
Maybe someday I'd do a kickstarter, but I'm a nobody, so if I ever did, I'd wanna have a ton of work already done to prove myself. I am at least considering possible ways I could maybe figure out some donation incentive to put more time into my project, but it's not super important right now to do that. Commissions and work require more time. X3
Maybe someday I'd do a kickstarter, but I'm a nobody, so if I ever did, I'd wanna have a ton of work already done to prove myself. I am at least considering possible ways I could maybe figure out some donation incentive to put more time into my project, but it's not super important right now to do that. Commissions and work require more time. X3
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