|
Post by maxfalcon on May 12, 2014 3:27:47 GMT
I'm unsure what to really put here, so I'll just put questions for the team all I guess. Anyone else can post questions in the comments too of course. I'm sure to think of more at a later time as well. 1. What was your inspiration for the game's art style? 2. Do you feel that enough people will "get" the look you're going for? 3. Those lighting effects are gorgeous. But unfortunately it looks like some of them could get in the way of gameplay. Is this being looked into? 4. In reference to a comment made about this game on Smashboards, do you feel like "more 90s than the 90s" is a valid description for the aesthetic? 5. What's your favorite stage and character, from a visual standpoint? 6. Will there be anything along the lines of extra HUD elements like combo counters in the game? 7. Pretty lights?
|
|
|
Post by JaredG on May 12, 2014 3:55:57 GMT
maxfalcon- Great, post by the way. To be totally honest, mike and JaredG are in active discussions to pin-point the exact 'style' that we are looking to display for our title after signing on a new Art Director. This is a "talk" for the moment as the game is currently in pre=alpha, but we'll definitely have a more defined answer for this as the game evolves and our title continues Full time development into the summer months. 1. Originally the Art style for Bionic Fighters was hard, cold, and Bionic as seen in the Bionic Commando titles. As if recent, we are going for a more cartoony look in flavor of what you would honesty see in PSABR. *** Do note, that this is a party brawler and we have no intention to mimic the Photo realistic qualities of Killer Instinct besides the attention to detail on their characters. We want 4 HD characters on screen at 60 fps which falls to both the Art Director's and Lead Programmers in-sync collaboration. 2. Yes, this is still an "indie" video game even when we get a publisher. The Art Style will loved or be hated depending upon player's aesthetic taste. To be put in light of realistic expectations, 1 character in Killer Instinct cost(ed) Double Helix between $1.5 to $2 million dollars to: concept, model, texture, rig, and animate. We are going to attempt a roster of 15 characters with about a $500k publishing deal. 3. Yes, to be fair *I had requested our Video Editor* to add additional lighting effects to cover up "loose programming/ weak animations" to ensure that it wasn't noticed too much. As we all know that didn't work... Moving forward, the game will be less strobe light effects then before. 4. Yes, and no. TowerFall sold over 500k units in 1 month on the PlayStation 4 network. Matt Thorson's style was old/school pixelated art direction that some love or others disregard (like myself). I do plan to have some classic nostalgia feel to Indie Assault as 'Indie games" have been around for a long time [wink] hey there Freemium games. Though, I directly prefer 3D models because it feels newer and more realistic expression for gameplay for what we are aiming for ie: like PSABR. 5. Ow my goodness, definitely the competitive stage!!! We have a huge overhaul on the stage that really shines on New-Gen platforms. *** I can't honestly answer the character question, until this week because if this license goes through this new character is the best aesthetic looking character to date in our title (no holds barred).... 6. We do have the "Assault Gauge" that fills up throughout the match to unleash your comeBack attack and we also have a red plane behind the avatar's face texture glow 'redder' with the more damage the character receives. 7. Um, not sure if you are referring to the Kickstarter video, but yes. We are currently using Unity Free and will be acquiring the Pro license for Dynamic lighting after the publishing deal goes through this Fall.
|
|
|
Post by nitrohamster on May 12, 2014 4:35:48 GMT
are going to attempt a roster of 15 characters with about a $500k publishing deal. Youre goig to have a roster of 15? I expected it to be larger. I think you guys should try to get as many characters as possible. I think you guys should contact the creators of Cuphead. It looks like a promising game and has a unique artsyle. He could Indie Assault's Mr. game and watch. Please consider this
|
|
|
Post by maxfalcon on May 12, 2014 4:43:59 GMT
JaredGI really like the idea of going more cartoony. I like the current art style a good bit already but I feel like that could have more appeal as well as provide more options when designing things. The red faces sounds cool, kind of reminds me of Samurai Shodown where as you take damage your character turns red and it's POW meter fills. 7 was just a bit of a joke/nod to how much I liked the lighting haha, but even better. nitrohamsterCuphead looks awesome, I'd very much like to see this guy in the game if at all possible. Making characters is a lot of work though. I could see it happening if they ever decide to patch the game and have them as free DLC or something later on, but for now 15 is good imo.
|
|
|
Post by LIQUIDFGC on May 12, 2014 16:06:45 GMT
are going to attempt a roster of 15 characters with about a $500k publishing deal. Youre goig to have a roster of 15? I expected it to be larger. I think you guys should try to get as many characters as possible. I think you guys should contact the creators of Cuphead. It looks like a promising game and has a unique artsyle. He could Indie Assault's Mr. game and watch. Please consider this Indie Assault is a first timer game, which means that a small roster is necessary. Smash 64 had almost the same number of characters JaredG is planning because at the moment it was also a first timer. The success allowed for a bigger roster from game to game, which is what we as a community want to happen with IA.
|
|
|
Post by JaredG on May 12, 2014 22:54:57 GMT
Yea, thanks for the support LIQUIDFGC! In short, whichever publisher that chooses Imagination Vent's project, will request to own our IP considering that this is our first commercial release as a NEW studio. Though, once our title sells an exponential amount of copies it would easily ensure us a Publishing deal for our 2nd title and possibly a Followup sequel to Indie Assault. With new Indie Characters and enhanced graphics (comparable to say like Soul Calibur IV was a success and then later on in the console generation Project Soul developed Soul Calibur V).
|
|