Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Thursday, 30 May 2019

The Pitch: Blue Fury and the Temple of Balance (Riskmen Universe)

You all thought I forgot, didn't you!?



Today we give you the first female character of the Riskmen Universe and the first POC character. I give you Blue Fury and the Temple of Balance.

Before I start explaining this game, I want to talk a little about diversifying the Riskmen. I always wanted to make a more diverse team. Yeah, I know the first two characters I introduced were white guys, but that's it for the moment. That said, just about every character I made, I first had envisioned as white dudes. When I started to think more carefully about diversifying the line, I often asked myself "would this change make the character/story better, or am I just changing the race/gender for the sake of it?"


That said, for three out of the five initially conceived Riskmen, the answer to the question was "Yes, changing the characters in that way will actually make things better. I can explore new avenues in the character if I make these changes.


That said, let's get straight into it.

Influences

Storywise, a LOT went into figuring Blue Fury and her game. There's a little bit of Green Arrow, a little bit of Hulk, a little bit of Indiana Jones and a little bit of Hindu legend. There's elements of Star Wars, and a bit of Chinese Philosophy.

In terms of Gameplay, I'm using a LOT of Metroidvania for inspiration. Like all of my games, the SNES Zelda games are a big influence for me. The Secret of Mana and the Wolverine Origins have also given me plenty of ideas.

Story

Years ago, an emerging religious sect known as the Henkashi traveled southwest Asia preaching balance in all things. They had vanished from history for years until an old Henkashi temple was discovered on an island off the coast of India.

Enter Ashna Harolds, Indian Austrlian professor, and the archaeological team from Newchurch University. Keen scholars in Henkashi history, Ashna and her team are studying the ruins when the terrorist group Al Doraq attacks, seeking to exploit the power of the temple. Trying desperately to escape, Ashna finds herself in the centre of the temple, where a mystical bow bestows on Ashna the spirit of the Blue Fury. Now, to restore balance and save her team, Ashna must team up with the Blue Fury to defeat Al Doraq and rescue her colleagues.

Gameplay

Blue Fury's game is essentially what would happen if you took the 2D Zeldas and applied Super Metroid's structure to it. The entire game takes place in one temple. Well, I say one. The whole place is built on the concept of duality and balance. As such, the temple is made up of two structures, each one requiring tasks done in the other to progress. The temple is full of traps, creatures and puzzles designed to test Ashna and the Blue Fury to her limits.

As the Blue Fury, Ashna can fire off enchanted arrows quickly with deadly accuracy. As Ashna, she needs some time to draw the string and her arrows are unenchanted and less effective. She can, however look for clues, solve puzzles and climb up vines.


While playing as Ashna, Blue Fury can recover from damage. However, if the Fury runs out of health, Ashna will be on her own until the fury fully recovers.

The game works mostly on "shooter" mechanics, but is more like what would happen if Link only had the bow in Zelda games.

So that's it for Blue Fury. Let me know what you think. Next pitch will come sooner.

Friday, 5 October 2018

The Pitch: Daybreaker- Refugee (Riskmen Universe)







Last time I wrote here, I introduced you guys to Ghostman. Now, it's time for another character. This one, I call Daybreaker. This is part of the Riskmen Universe.


Influences


If you look at Daybreker's design, there's no denying that I'm heavily influenced by Superman Action Comics and Peter J Tomasi's Superman. I'm also drawing heavily on Geoff  John's Green Lantern. There's not a lot of influence from Marvel, I was somewhat influenced, though, by what I read in Jonathon Hickman's Avengers run.
comics, so there's no point in even pretending that I never thought of them. Particularly, I'm influenced by Grant Morrison's run on


Gameplay-wise, I'm borrowing a lot from older side-scrolling beat-em-ups. River City Ransom, Double Dragon, SNES titles like Mighty Morphin' Power Rangers and Teenage Mutant Ninja Turtles: Turtles in Time all influenced the level structure. I learned a lot about how I want to pace each level in the game from the classic Sonic games and even the more recent Sonic Mania. As I'm working with a top-down perspective, I can't deny the influence of The Legend of Zelda: A Link to the Past.


Does it sound like I'm dipping my finger in enough proverbial pies yet? Yes? Too Many? Also Yes?


Whoo boy...


Story


So let's get into what the game's about...


All Marcus ever knew was life on earth. He's only ever known his job as a firefighter and his home life looking after his genius daughter, Erin. One day, however, a strange creature attacks Marcus while he is putting out a fire in an old block of flats. In the middle of that attack, Marcus' body lights up and he rams the creature, killing it. Not long after, Erin reveals who Marcus really is.


Marcus's real name is Marvus Al-Turr, a member of the Daybreakers. The Daybreakers were a corps dedicated to monitoring the activities of universal rulers. When the galactic Prince Zazrael turned his attention to eliminating the Daybreakers, Marvus took Erin, who in reality is a living supercomputer named Enfinity, and retreated to earth. When Marvus attempted to leave Enfinity on earth and go back to fight Zazreal, Enfinity reprogrammed his mind to make him think he was an earth native.


Now, though, Zazrael has learned where Marvus, has been hiding with Enfinity. He's sent his best men to retrieve Enfinity and learn the secrets of what Daybreakers remain. Marcus needs to regain his memories and skills to defeat Zazrael's minions and protect the planet he now calls home.


Yeah, it sounds more complicated than hopefully it is.


Gameplay


Daybreaker- Refugee will follow a linear structure- one level after the other with maybe some branches allowing for "sidequest-style" missions. Gameplay will be mostly similar to a common beat-'em-up. You'll have a button to do a basic, physical attack, a button to use one of your combat powers and a button to switch between flight and ground-based combat.

Daybreaker uses solar energy to perform some of his more devastating moves. Right off the bat,
you'll get the ability to light your body up with energy and ram an enemy, but you'll also get the ability to create a light construct clone, plant a "solar bomb" and, yes, launch energy blasts Goku-style. The ability to do this will depend on whether or not your character is in full daylight (they won't always be), as sunlight will fill Daybreaker's "Special meter", which allows him to perform these attacks. As Daybreaker unlocks more of his past memories, he will gain the ability to use these abilities.


Emphasis will be on trying to move and fight quickly, getting through a level quickly and with less damage will award you will be awarded with more EXP to spend on upgrades for your abilities. These will come in handy most during boss fights, which will be mostly against Zazrael's different generals. These bosses will be multi-stage affairs and will take a fair bit of time to really take down.

I'm considering a new-game plus mode. Perhaps where each level takes place at night, so you need to be careful about how you use your solar power, or where your health is slowly chipping away, forcing you to get through levels quickly.


That's currently all for now, next up is Blue Fury and the Temple of Ishdun.

Saturday, 22 September 2018

The Pitch: The Great Ghostman (Riskmen Universe)



Okay, so last week I introduced the Riskmen universe. I gave an overview of the entire city of Newchurch and a basic rundown of the characters. You can check on that here. Today, I give you the pitch for the first game in the universe; the one that's currently in production: The Great Ghostman. As with every game pitch, the plan is to make this using the RPG Maker 2003 engine (though I'm considering other things).


Inspirations


So first, time to talk about the main influences in this game.





Let's start with story: I was heavily influenced by Christopher Yost's Scarlet Spider, featuring KaineNightwing trade ever written and Scott Snyder's Batman, which encouraged me to add a slight horror element to the plot. For gameplay, my main influences are Double Dragon and The Legend of Zelda: A Link to the Past. I'd be lying if I said that the Arkham games had NO influence on me (I'm making a superhero game- it's going to have an influence), but the only one I've played is Arkham Origins- Blackgate, so take that as it is. There are a range of RPG Maker 2003 games that have taught me a lot about using the system.
Parker. In fact, I came up with the character not long after reading the first trade in that run. Other books that have influenced me are pretty much every


Story


When Luke Scarce was young, his mother died of cancer. His father, after years of trying to cure her, took his life. Without the guidance of mother or father, Luke lived only for himself. Training himself as a magician, his fame eventually earned him enough money to buy the old Grey's End Theatre in Newchurch City, Australia.

That's when things fell apart.

On Luke's first show, a gunman working for the crimelord Graeme Green opened fire on Luke and twenty other guests. Where his guests died, however, Luke lived, walking the line between life and death. Now, he takes the fight to Green's gang on behalf of the departed as Ghostman.


World


The Great Ghostman takes place in Grey's End; a derelict suburb in western part of Newchurch city.
The Green Gang practically own the area. Wherever you go, you find their graffiti. Schools set up there are abandoned and in disrepair. Building projects started, but never finished. There's more rubbish on the street than there is concrete. The people there, though, are a strong bunch. They look out for each other as much as they can, balancing their business and family demands with the fights for their own lives under the Green Gang. All they need is for someone like Luke to show them what is possible.


Gameplay

The Great Ghostman is an action-adventure game in a similar vein to the early Zelda titles. You wander Grey's End undertaking missions on behalf of the ghosts that populate the area. Some of those missions operate very much the same way as "dungeons" that Zelda players know quite well.


Combat will operate mostly in a similar way to the Double Dragon games. When in a combat situation, waves of enemies will approach, which you'll defeat with a range of attacks. Some of these enemies will be armed, however, and when you defeat them, you may be able to pick up their weapons and use them yourself.


Ghostman's abilities are based around two powers: his ability to walk through walls and his command of telekinesis. his phase shifting ability acts as a sort of dodge button when in combat, allowing him to walk through enemies before they can land an attack. Telekinesis can be used to pull enemies and certain object towards Ghostman or push them away.


For traversal, your most important ability is ghostsight. This allows Ghostman to see and speak to ghosts all over Grey's End. It also allows Ghostman to find phasing points, which allow him to walk through walls.


In a game where you have ghost powers, its natural that some stealth becomes an important part. Ghostman has some pretty low defence stats, so stealth will usually be your first port of call. You can use telekinesis to bring down enemies and take them out before they see you.


Structure-wise, the game will feature 5 main levels and about 15 side quests. These side quests give you the opportunity to increase your stats.


So far, that's all I have to say about the game. Next I'll be talking about Daybreaker: Rebel, where the universe goes into space.

Friday, 18 September 2015

The Caped Crusader Update: Ha, Ho, Ha Ha..

As some of you know, I've been working on a Batman fangame called The Caped Crusader, a Zelda-meets-Arkham game based primarily on the Court of Owls story arc.

Yes, there is still a stuff going on with the game. Never, of course, as much as I'd like (damn day job), but there is stuff happening. I'm adding a picture of an area, today. ACE Chemical, where Batman encounters... the Joker?




I wasn't particularly fond of this area until I added the graffiti. I think it adds something and makes the game feel more "Batman".

Anywho, enjoy. And check out the game's official blog for more.

Monday, 25 May 2015

The Caped Crusader: Villains reveal

Well, comic fans, The Caped Crusader's villains are now sprited. They will be subject to fixing, so this isn't the final product. But excluding the final boss, here we are:

Guess who?
 
We'll leave you to guess who these are (some, I assume, will be easier than others), but while you're thinking, I'll distract you with one more reveal

I'm leaving on a Batplane,
I dunno if I'll be back again...

Yep, the Batwing as interpreted by myself.


Now, as usual, Awesomnistic 2K3 has all the news on The Caped Crusader, so be sure to stop by there to get all the screens and reveals.

Monday, 18 May 2015

So... I have a project...

Well, I made another blog. This might be the death of me, but I'm making a Batman fangame, and now, there's a blog if you want to follow it. Check this link to look at it. In the meantime, here's some screenshots to show you I'm somewhat serious;



 
Enjoy... hopefully.