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Thread: Brock Crocodile - 16 bit inspired crocodile action!

  1. #1
    Clicker Multimedia Fusion 2 Developer
    Akiat's Avatar
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    Brock Crocodile - 16 bit inspired crocodile action!

    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.

    Gameplay:
    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 appreciated!

    The Levels:
    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.

    The Villains

    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!

    Inspiration:
    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 Music:
    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/

    Progress
    - 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!

  2. #2
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperiOS Export ModuleUniversal Windows Platform Export Module
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    droxon's Avatar
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    Looks really cool, nice work!

    looking forward to play the actual game

  3. #3
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module

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    Beautiful!

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    Clicker Multimedia Fusion 2 Developer
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    Mini-update, I'm happy to say the official website is finally open! I'll be doing updates every Monday, from minor things such as character profiles to slightly more major news such as the stages, music etc, link below.

    www.brockcrocodile.com

    Quote Originally Posted by droxon View Post
    Looks really cool, nice work!

    looking forward to play the actual game
    Quote Originally Posted by faber View Post
    Beautiful!
    Thank you for the kind words! Hopefully should have a demo ready soon to show off

  5. #5
    Clicker Multimedia Fusion 2 Developer
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    Been ages since I last replied to this topic, time to resurrect it!

    So I've been working less on the levels and more on the hub section of the game. Looking at the dialogue box (Which was just a plain grey box.) I've changed it to be a black box with a white outline and it looks great.



    But I think the best change was adding a portrait to show off the NPCs, it forces me to do a bit more work but I think the pay off will be better characterisation as a whole for the project!



    Obviously they'll be loads more still to design, I think I'll have to make another 40 odd faceshots, taking a note from some oldschool 16 bit RPGs too, the mugshots will be blinking/talking when their speaking to Brock.

  6. #6
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    This looks awesome! I'm looking forward to something playable (ie: demo) or something... keep up the good work!
    Want to learn Clickteam Fusion 2.5?




  7. #7
    Clicker Multimedia Fusion 2 Developer
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    Thanks for the encouragement Danny!

    Funny enough the demo is actually fully playable. I'm just holding it back because the game is missing some vital music and sound effects, I'm a bit of a perfectionist like that. Hopefully my musicians will have provided me the missing sounds soon so I can have the demo available publicly!

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    Clicker Multimedia Fusion 2 Developer
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    Thought it was best if I went a bit further in detail in the tools I used and a bit more on the history of the title. Consider this my first *proper* developer blog!


    The Design Process of a Brock Sprite

    HISTORY
    Brock Crocodile finds it’s early roots back in the early 1990s when as a young chap I decided that I wanted to be a game designer. From designing the characters in LEGO bricks to making faux magazines posting previews and reviews of the title. After a stint in various fangaming communities during the early 2000s I had come across Clickteam’s highly popular The Games Factory, a video game development program. The application used a range of GUI tools instead of scripting to help allow users an easier way at designing computer games. But it was not until 2009 that I actually began designing Brock Crocodile.


    The Gazadiaz Ruins in 2009 (Left & right image) and present (Centre images)

    The First Pieces of Art
    On a late Autumn day I finally decided that I should give my attention at actually designing the game I had planned to and so I set about creating the first Brock sprite. Opening up Microsoft Paint and using the basic palette as a guide to the colours I would use, I drew some nifty little circles and started attaching them together, before long I had the first official Brock Crocodile sprite! But I did not stop there and quickly after completing Brock I went straight for designing the first area the Gazadiaz Ruins. Looking back at it, whilst the same Brock sprite has remained through from 2009 the first stage has changed considerably. Now with more shading in both the foreground and background with much more detail, I opted to abandon the strict restriction on the palette limitation I set on myself.



    The level design to the left flows much better in terms of progression

    Crafting the Level Design
    When it came to designing the levels I originally opted to once again use Microsoft Paint but found it much more effective and efficient if I used the good old fashioned pen(cil) and paper. Another area that saw drastic changes as the project went into full production and saw me unfortunately scrap some good work but trying to implement my originally Microsoft Paint level designs lead me to the realisation they were just not as good as the new set I was making with my pencil and pad. I must have scrapped a good level of two worth of content but I’m not sadden by it, in fact I think what I have designed now is much more impressive! Compare the first half of stage 1 with that of the level design I created using Microsoft Paint to see what a massive difference it makes. Another major contribution to the project was digging through level designs of classic platformers from the 1990s and it proved to be incredibly help at analysing what they did right and how they implemented an effective design centred around the game’s core mechanics.


    How very programm-ey

    Working on the Engine
    Now whilst the art may seem to some to have taken some time, nothing compares to the amount of time I spent programming the title. Thankfully the Clickteam community have a stockpile of tutorials on helping you learn how to use their programs and I finally dived in and discarded my old copy of The Games Factory I had from the early 2000s and decided to purchase Multimedia Fusion 2. Using various tutorials on Youtube and both the Clickteam official community sites as well as the many fan websites through out the internet, I eventually managed to get a hang of coding my first proper engine with Multimedia Fusion 2. From first giving Brock the ability to jump, then to walk, shoot, get hurt etc it all slowly added up. Ironically the core part of the gameplay, Brock’s whip, was the hardest and last core part to implement but finally after many stressful nights that too was accomplished!


    “Hey where did the other hoop go?!”

    Resolution Wars
    Another massive change that happened during the early production of the title was the resolution change. The original levels were designed with a resolution of 240 x 180 to try and stick with the same sort of resolution a 8 bit title would usually be restricted too. However in 2013, after finally completing the base engine I decided that to not only to push for a much more varied and better art direction (By giving myself access to a wider range of colours.) I found a larger resolution would allow for a much less cluttered screen that was being suffocated with the HUD taking more then I would like of the vital space. More importantly though is that it helped the player avoid colliding with obstacles and enemies. Finally, the window size was upped to 320 x 200 (Closer to games found on the SEGA Mega Drive.) allowing me to space out the levels just a little bit more and allowed for a much better swing radius for a key component in Brock Crocodile, the use of his whip.


    Brock gives you a thumbs up for reading the whole post!

    This wraps up the history lesson for the project, I hope you all enjoyed reading about the project a bit and please look forward to more developer blogs where I’ll be going more in depth from things such as level design to the coding of the game itself. Thanks again for reading and look forward to many more updates coming in the future, till then enjoy your Monday afternoon people!

    http://brockcrocodile.com/2014/10/20...ory-and-tools/

    https://twitter.com/BrockCrocodile/s...74935125266432

  9. #9
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module

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    Enjoyed very much the story, congrats

  10. #10
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    craigeatscrayons's Avatar
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    Looks really cool. Like a combination of Sonic and Megaman. Can't wait to play! I followed you on Twitter.

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