Well, I will just add what everyone else has said. The Art style and execution is gorgeous. The line quality of the sketches is inspiring and I wish you all the best of luck in completing your project.
It's been a while since our last update because we've been tinkering with our gameplay mechanics and level layout. Paul will be talking about some of our gameplay and we have some new media to share with you. Enjoy!
(Spitter parasite concept)
Hi everyone!
My name is Paul and I'm in charge of animation for Blubber Busters. I've also taken up the reins for gameplay design recently as well, so I wanted to give you all an update on what kind of design choices we're making as we push forward on this little prototype!
(Swarmer parsite concepts)
At its heart, Blubber Busters is an arcade run-and-gun shooter that's all about taking down loads of baddies. A lot of us on the team are huge fans of games like Metal Slug, Contra, Super Metroid and Risk of Rain, and we want to take inspiration from our favorite games where we can while still coming up with something fun and unique to call our own.
(Swarmer parasite 3D sculpt)
Plain and simple, we want to make it feel awesome to romp around in the guts of giant space whales. It should be slimy and gross and squishy, right? There will be plenty of environmental elements that can work for you or against you we're talking blisters that can pop and launch you high into the air, stomach acid pits filled with larvae parasites, or mucus walls that help you get to higher places.
(Early UI design)
Combat is being built to keep you on your toes We're going for swarms of enemies from all directions. We're still playing with a number of player mechanics, but ideally we're trying to blend mobility and firepower, with a foundation of only a handful of abilities. Hopefully we'll have something to show in terms of combat examples in the near future!
(Space trash concepts)
I've always been the most interested in designing experiences that have a proper heartbeat to them I like games that have clear punctuation to their action and exploration. Too much of one or the other ends up feeling a bit stale and seeing as how Blubber Busters will definitely be high-action, I'm doing my best to create a nice balance that will feel exciting without being repetitive or exhausting. I'm looking forward to sharing more with you guys as we get further along!
(Melee parasite 3D model)
And finally, here's a little bonus video of some early testing with our layout and 2.5D assets. We can't wait to share more with you guys again. We hope you like!
Very cool! My only crit is I think the gun being as big as it is looks weird when he is running left or right (left especially). Seems like the gun would have to have some anti gravity mechanism or something in order to allow the character to run like that holding it out front. When he is standing still however it looks very balanced.
Maybe he could run with the gun facing upwards (like leaning on his shoulder) and then stop to shoot bad guys in with the current animation you guys have?
Lotet - yes, we're gonna be mixing 2d and 3d so the environment blends more naturally
Bradmyers82 - thanks for the feedback. We did scale down the gun to balance it a little better. The gun will stay facing for gameplay reasons ( firing while moving ) but we'll keep an eye on this when the rest of his animation are implemented.
The art in this thread is just off the feckin hook... been playing Wildstar a buttload lately as well, so to me there's colors flying all over the place XD
We've been working hard since our last update and we're focusing on gameplay and the environment art. But today, we have some of our WIP models and an animation to show you.
More updates to come soon & thank you for all the support!
Great as always! My only crit is the Swarmer looks kind of derpy, I presume its intentional but for me its not really working, its the wrong kind of derp xD
@lotet: That's good! This guy is meant to be derpy looking. He may look odd with his mouth open, but when he moves around with a swarm of them, he'll look like this:
@lotet: That's good! This guy is meant to be derpy looking. He may look odd with his mouth open, but when he moves around with a swarm of them, he'll look like this:
I hope so, yeah, mouth closed will look better indeed. I still think the eye looks a bit strange, you have so much sweet detail on the other models, while this one is quite plain. Maybe ad a highlight?
im sorry if im comming of nitpicky, im just trying to be the qounterweight to all the "this is teh best game evaah!!11oneone" comments (and I actualy think so too =P ).
Replies
http://www.blubberbuster.com/
YOU HAVE A LOT OF SPLAININ TO DO... or none at all. I don't know, it's early.
:poly142::thumbup: lovee
& thanks guys! More coming very soon ;]
It's been a while since our last update because we've been tinkering with our gameplay mechanics and level layout. Paul will be talking about some of our gameplay and we have some new media to share with you. Enjoy!
(Spitter parasite concept)
Hi everyone!
My name is Paul and I'm in charge of animation for Blubber Busters. I've also taken up the reins for gameplay design recently as well, so I wanted to give you all an update on what kind of design choices we're making as we push forward on this little prototype!
(Swarmer parsite concepts)
At its heart, Blubber Busters is an arcade run-and-gun shooter that's all about taking down loads of baddies. A lot of us on the team are huge fans of games like Metal Slug, Contra, Super Metroid and Risk of Rain, and we want to take inspiration from our favorite games where we can while still coming up with something fun and unique to call our own.
(Swarmer parasite 3D sculpt)
Plain and simple, we want to make it feel awesome to romp around in the guts of giant space whales. It should be slimy and gross and squishy, right? There will be plenty of environmental elements that can work for you or against you we're talking blisters that can pop and launch you high into the air, stomach acid pits filled with larvae parasites, or mucus walls that help you get to higher places.
(Early UI design)
Combat is being built to keep you on your toes We're going for swarms of enemies from all directions. We're still playing with a number of player mechanics, but ideally we're trying to blend mobility and firepower, with a foundation of only a handful of abilities. Hopefully we'll have something to show in terms of combat examples in the near future!
(Space trash concepts)
I've always been the most interested in designing experiences that have a proper heartbeat to them I like games that have clear punctuation to their action and exploration. Too much of one or the other ends up feeling a bit stale and seeing as how Blubber Busters will definitely be high-action, I'm doing my best to create a nice balance that will feel exciting without being repetitive or exhausting. I'm looking forward to sharing more with you guys as we get further along!
(Melee parasite 3D model)
And finally, here's a little bonus video of some early testing with our layout and 2.5D assets. We can't wait to share more with you guys again. We hope you like!
[ame="http://www.youtube.com/watch?v=dOwLOp4VyIE"]Blubber Busters (Early testing) - YouTube[/ame]
its really great to see it in action. Huge inspirations!
Wires for those that want em!
[SKETCHFAB]b38f3de959b84ae9bccc215dbb2861e5[/SKETCHFAB]
its looking kind of obvious at the moment, never the less looks awesome!
Maybe he could run with the gun facing upwards (like leaning on his shoulder) and then stop to shoot bad guys in with the current animation you guys have?
Like in earth worm jim for example: http://www.nintendo.com/games/detail/D_zMknkluv5Cv4Ghqx1w7p0zELRG1nkf
He always has to stop to shoot, so this means he can carry his gun in a non-aim animation.
You should start streaming more again!
Keep up the awesome work.
Lotet - yes, we're gonna be mixing 2d and 3d so the environment blends more naturally
Bradmyers82 - thanks for the feedback. We did scale down the gun to balance it a little better. The gun will stay facing for gameplay reasons ( firing while moving ) but we'll keep an eye on this when the rest of his animation are implemented.
Lovely models, lovely textures.
I got a tiny super-nitpicky OCD crit about the guy in the image I quoted.
On dice opposite sides should always add up to highest face on die + 1. So 5 and 2 or 4 and 3 should not be on adjacent faces, but on opposite ones.
how... lol :poly142: you got me
Sorry! Didn't see your question XP We plan on releasing this as a demo for PC. Future plans depend on it's success/failure.
crazy goodness going on, best wishes to you guys! keep rollin rollin rollin.. and thanks for sharing : )
small update! finally got around in making Rudys head.
We've been working hard since our last update and we're focusing on gameplay and the environment art. But today, we have some of our WIP models and an animation to show you.
More updates to come soon & thank you for all the support!
Rudy with his head!
I will throw all the monies at you when this releases, even just purely for the art. :thumbup:
All models looking great as well, really cool to see the stream whale now that it's finished! Looking great!
@lotet: That's good! This guy is meant to be derpy looking. He may look odd with his mouth open, but when he moves around with a swarm of them, he'll look like this:
@PeteHawk: Thanks, man! Our animator is the awesome Paul Jarvis whom we work with at Riot -> http://www.pauljarvis.net/
Nice work guys
Keep rocking it!!
I hope so, yeah, mouth closed will look better indeed. I still think the eye looks a bit strange, you have so much sweet detail on the other models, while this one is quite plain. Maybe ad a highlight?
im sorry if im comming of nitpicky, im just trying to be the qounterweight to all the "this is teh best game evaah!!11oneone" comments (and I actualy think so too =P ).