SOooo... a few weeks before I left Threewave myself and a small team (3 others) wraped up work on a prototype for an XBLA game I designed (woot!). Unfortunately I cannot mention anything else other than this. Just know that a.) I designed it and b.) it was awesome. Unfortunately publishers weren't interested in persuing new IP's after the success of games like Bionic Commando: Rearmed and Megaman on the 'casual' markets.
Never-the-less, I was given the OK to post images of the game, its prototype form.
I made all the environments, lighting, and initial concept of the game and its design.
Fun fact: Josh Singh did the characters, which you can see more of
here!
Replies
How long (total) did you guys spend putting this together?
DKK - lol, no. :P
aesir - Hmm. I think we did it in 3 week intervals, reviewing our work at the end of each week (read: sprint). I think in total we did it for 3 months (~4 people) before we headed to GDC to meet with quite a few publishers.
Rory_M - Damn! Thanks
I only can wish that such games like yours will find more attractive to publishers in the future...
btw. it would be nice to see video some day, to just figure out gameplay experience
after looking over it some more, looks like it'd be a helluva lot of fun to play =D
would be cool to know what engine you did it in too (if you're at liberty to divulge that info )
Possibly one of the more epically looking side scrolling game I've seen! Really sweet looking environments, definitely helps sell the game. It's a shame it didn't get published and too bad you can't post a demo of it haha.
Take care
Was this a working prototype, or just visual?
Four people, 3 months? that's a pretty awesome job well done.
It's always sad to have a good game prototype go to waste
awe man, that game looks like fun!!
Where do we sign the petition to get it published?
Seriously!
I don't know all the details. But I guess threewave retained the rights to it since done when with them? Think you could buy it off them for a reasonable price and or a contract that they get a percentage of any sales. I assume some commercial engine as well. Same idea contacting them.
Release it on the PC/Steam! Looks like a blast, and a hella lot of work for three months.bbKudos for designing the game as well. So tired of artist being looked down upon by others in industry for game ideas. Whats worse is our own fellow artists who have the same mentality (that artists cannot make good designers because they are artists).
oxy, you've nailed it. I don't own the rights to it nor do I wish to purchase it back to move on it.
Also - jouste worked on this with me. He did the concepts for a TON of our gadgets and traps in the game.
It looks amazing, it would be a shame for such talent to go to waste.
1000fp, just for you.
fp = facepalms
Not a faceplam, make the game if you guys had fun making it. Don't try to make it just to make some money. At least, that is how I always felt when it comes to people getting together and making a game.
In my opinion, if you are making games just for money then you shouldn't be making them. However, the industry doesn't agree with me on that one haha.
Anyhow, great work again, reminds me of an idea I've had for a game.
lol... You realize this was made by a real game development studio, not a bunch of guys in a garage. That idea doesn't work on so many levels - it does deserve a few facepalms.
He said 4 guys got together before it shut down, so to me it sounded like they did it on their own. *shrugs*
Guess that is what I get for skimming posts and getting angry that a great looking game won't be seen my the masses :poly127:
Either way, you point is still moot. I am not going to - being a 27 year old male, husband, and living in an expensive city - drop my comfortable job with no source of income to develop a title.
I'm passionate, not stupid.
"IF" you can get them to even reply to you, but it's far from 'free'.
hey vrav! I (being a very hairy "he") worked on the initial stuff. both 2d and a little 3d. it was a lot of fun because they basically said "ok GO!" and work got done really quick.
i really got to hand it too adam though this project really showed me how passionate that man is. he built things so fast and effectively that at the end of the first month there was a substantial amount of awesome going on.
and seeing josh's stuff again makes me laugh cause it is so well done as well.
anyways just for fun here's some of the quick brainstorming concept work that i rocked out pretty rapidly. i gotta tell you that the most fun was hearing what ideas everyone had for the traps and gagets.
here's a few of them, nice and quick little stickmen, but they get the point across only a few of them ever made it into production but everyone was happy to get involved.
and of course these guys needed some cool places to be in! so here's another few roughs that got jotted down. themes and some props ;P
i think another very cool thing was the 2D into 3D, i know the idea has probably been done a whole bunch but for anyone working within its constraints probably will agree with me that showing only one camera's view sure makes for rapid asset development and a lot of neat ways of representing things.
any ways, it was an awesome time for sure. glad to have worked on it. you rock adam
i really like the vents and smoke bombs
awsome concepts jouste ^^
Seems such a shame. Real nice work tho!
now i haz a saaaaaaaaaad.