#Aether Outbreak
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Aether Outbreak (Doom, Zelda and furry in an arcade mix)
Aether Oubreak is a story about mentally unstable bounty hunter Neon, who tries to escape from Europa, one of Jupiter's moons.
Originally, this whole project started as an idea of GameBoy demake of DOOM. But time went by and the concept has changed many times
Originally, genre of the game was supposed to be action/platformer with detailed animations. But performance issues forced us to switch to something less heavy
What do we have at this moment:
- Acceptable movement and shooting mechanic. No spamming bullets, buddy. It's not the Contra
- Finished health mechanic. But, to be specific, it's more of a sanity mechanic from games like Clock Tower. No sanity? Accept the consequences. This cat does not hesitate to take as many enemies as she can...no matter which way.
- Few in-game scenes with a bit of enviromental storytelling
- A bit of a dumb, but working enemy AI
- A bunch of music tracks
- Head Explosions!!!
What is in our plans:
- Full first level (Entrance) demo
- Enviromental hazards
- AI companion. Everyone loves cute little robots flying around
- Animated cutscenes. Good bye, my poor arms. I started pixel art especially to avoid it, but everyone needs to see how badass Neon is
- Boss Fight (Seraphym the Gatekeeper)
- Special items to use
- MORE Head Explosions!!!
Meet the Gatekeeper. Clearly inspired by H.Giger's art, classic Contra bosses and some angel depictions
Meet the Crawler. Oldest enemy in the game, designed to be dumb, slow, but dangerous in tight spaces.
Lore:
Some of the soldiers during so called "Aether Outbreak", lost half of their body in a short, gruesome fight with forces of Aether. Despite being dead corpses, their bites are quite painful
Hmm, maybe one day, we'll make colored version. But for now, we'll focus on an enviroment.
Hey, if you're reading it, what would you choose? Zelda style (only hidden rooms and switches) or RE: Gaiden (hidden items and interaction with enviroment)?
both ngl, maybe you could make hidden items that lead to hidden rooms. for a badge maybe idk
Added a few new features:
- Enemies now have hitpoints
- One of the room's design was changed
- Steam trap works fine, but causes lags when placed in big numbers
Some concepts have been changed:
- Janus will replace Seraphym as the boss
Another useless update info:
- Added damage mechanic (player's damage finally can be altered)
- Added charged shot mechanic (activated by pressing A when the Wally's icon is flashing)
- Added interactable objects in the background
- Starting scene has been polished
- Steam traps were optimised and work almost perfectly
- New animated screen in the background
Sneak peek of Janus' death animation
Janus is working. But one problem, I made him too hard. Gotta spend some time to fix the balance
Finally, we're able to start working on the game. We got the basics thanks to the top-down perspective, but now we're going to return to our original plan. We're going to turn our project into metroidvania
Reason:
- Too strict sprite limitations
- Critical optimisation issues
- Originally, we planned to make a side-scroller, but lack of engine understanding forced us to switch to something more understandable for beginners
- I HATE DRAWING IN TOP-DOWN PERSPECTIVE!
What we'll going to do:
- We'll just switch the perspective to the one we want
I know how it may look like. Another small project is going to die from lack of consistency. Maybe. But I promise, we'll at least try to make the game for you to be proud of. Neon will blast her way into the world and we'll do everything to make it bright