Good Afternoon everyone!
I've been meaning to make a post about a project I've been working on these past few years, Brock Crocodile, finally I decided I had a good amount of work to show off the game so without further ado...
Project Overview: Introducing Brock Crocodile! A platform adventure starring a 30 year old red crocodile that draws heavy inspiration from 16 bit platfromers like Monster World, Sonic the Hedgehog and Quackshot. The game is a single player experience that aims to deliver a mix between fast paced platforming, exploration and simple run and gun/combat gameplay.
The first town area, Crocoh Lake.
The gameplay in Brock Crocodile is split between the two towns the player can visit to purchase powerups and the levels Brock must complete to progress the story. The game is designed in a linear fashion but the players can always revisit the stages to find whatever they overlooked. In the stages, Brock will be able to use his whip to take out baddies and use it to swing across pitfalls or interact with the background. If you prefer long distance combat, no problem! Brock comes packed with a fruitgun too, which can either dish out one of your five a day or take down some goons. Check out the video below to get an idea of the gameplay.
You can retweet the video here, all RTs
The game is set on the continent sized Crocodillian Island where Brock will venture from the local mountains to a bustling metropolis before venturing into the badlands in the east. The aesthetics for the stages take strong inspiration from classic SEGA platformers both in art direction (Blue skies!) and level design. Each stage will hold a new gimmick and baddie for Brock to tackle. Sometimes you'll find you might be able to blast through them whilst other levels will require more patience if you want to overcome the obstacles in your way. Above all else though, I want to make highly replayable levels filled with multiple routes and secrets for the player to discover.
Level 1: Gazadiaz Ruins
Description: The adventure begins in the mountainous and forest region of the Gazadiaz Ruins. Known for it's world famous spinning bridges and lavish mushrooms, the player must navigate past the ancient ruins and face off against the leader of the Turtle Gang to find out what's going on. An easy task for Brock but he should be on the watch out, whilst the stage is straight forward he may find one or two surprises if he looks hard enough.
Level 2: Beehive Battleship
Description: The player must venture deep within the battleship and take on an army of bees. Full of flying hoops, transportation tubes and honeywalls Brock can walljump across, this stage is much more fast paced than the one prior and the player must be as quick as they are cautious if they want to get an audience with the leader of the beehive, Princess Cassandra.
Every good mascot game needs the baddies to back it up and I'm hoping I won't be an exception in this case! I'm designing each level to have it's own unique baddies, they'll be little reoccuring foot soldiers from stage to stage as the player will be taking on turtles, bees, tigers and all manner of fearsome individuals in boss battles of all shapes and sizes!
If you looked at the screenshots and trailer and thought this looked like something you would find on the Mega Drive/Genesis, good! I'm a big fan of a lot of the oldschool platformers that appeared on the console ranging from Revenge of Shinobi to Ristar. But Brock Crocodile's biggest inspiration no doubt come from three particular games/series, Monster World, Sonic the Hedgehog and Quackshot. In both Monster World and Quackshot I loved the designs of the world and the gameplay whilst I appreciate the vast complexity of the level designs with the classic Sonic games and I draw a lot from those three titles in this game.
The tunes in Brock Crocodile are going to be, at the very least, based off of the Mega Drive/Genesis soundchip and you go already listen to the first level's track in the trailer. We've got three talented musicians onboard;
Steve Lakawicz (Produced the trailer music) - https://soundcloud.com/ap0c
Matthew Martin - https://soundcloud.com/guitarmatt21
Nishant Pawar - http://meteorsound.com/
- The base engine is 100%, just fine tuning it for optimal platforming speed and physics!
- Currently the first 5 stages have their layouts completed with a sixth being finalized of a possible 20/21 stages.
- The first 2 stages are being polished and a demo will be released soon, watch this space!
- The first town layout is complete and the shop system is finished, work needs to be done on the (basic) dialogue system and some NPC sprites.
Sorry if I rambled on, I'm just excited to finally announce the game, a pleasure to meet all of yours acquaintances!