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Ludum Dare 32
 
MiniLD #58
 
Ludum Dare 31
 
Ludum Dare 27

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Puppet Guardian Post-Mortem

Thursday, May 7th, 2015 4:13 pm

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With four days remaining we thought it might be high time for us to add our little post mortem for Puppet Guardian.

Pre-Production—

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Did anyone end up using a squirrel? It probably snitched on her.

While coming up with several different ideas for puppet guardian we wanted to focus on the type of game we wanted to create and how that would fit with the theme. Our goal was to create a quick paced action title with a wizard! It HAD to be a wizard. We had no idea what strange weapon the wizard would use but someone posting a squirrel seemed like a great choice.

While thinking up the actions the player should be able to do we came up with a lantern that the player would hold and perform different move sets based on this lantern. (It still looks like it can be its own thing for another title)

PuppetGuardian

 

but the magical lamp has been done before (thanks Aladdin) so we brainstormed some other item that can still pack a punch for a more personal approach. Thus we came to the puppet. @sebasrez has actually made a puppet and is a big member of the puppet club so this seemed like the perfect fit. We know of those wooden puppets that get a life of their own but we hopped a sock puppet would be even better and more relate-able.

Art—

 

PuppetMAge_Puppet_001

 

We came up with an initial design and @dannypixel started animating away. The animations were done in photoshop as well as the planning sketches. The most important thing to remember in the poses were to demonstrate the power dealt in those punches. We really want the player to feel those hits and believe that the enemies would fly as far as possible from the attacks. We looked at some references for strong poses in little mac from super smash bros.

PuppetPunch PuppetPunch2

 

Those frames are held a couple of more seconds than the follow-through and anticipation so that you feel those hits. Sound effects are also a major part to add even more pow to the punch. Now while working on the attacks and abilities we skewed the game a bit to be more of a puzzle in the sense of 10 second ninja. We wanted to have zones or areas where you would have to use the skills you pick up to eliminate each foe all at the same time. Because of the time constraints we focused mostly on one enemy to litter the environment with since our main focus was to make sure you never feel cheated when dealing with an enemy instead of having varying types of them.

MonsterSketches

@dannypixel brainstormed between different monsters and the slug was the best fit for a strange cave creature that would inhabit a world with a talking puppet (even though the other two wouldn’t seem lost in such world either)

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What a cute little 6 eyed monster

The enemy also has a nice gut cutter on its head just in case the player decides to get too close and ponder too long which makes some puzzles more interesting to accomplish. And the only place these cave dwellers love to reside is in a cave…

Castle

Which has a castle inside it for obvious reasons.

Game Design—

When it came to putting things together in Unity 3D, we used 2D toolkit to set up all the sprites and Playmaker to do all of the coding. This is @sebasrez second attempt at making a sidescrolling action title and something we have learned from the first experience is that players must have a superior edge to the opponent even if it looks unlikely.

 

 

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In Je suis pierre, the player has a shorter weapon than the enemies but is much faster and easily out maneuvers any foes. This still was not enough for most players and testers since it gave the enemy a slight edge that made the interaction frustrating. In JSP, maybe, if there were checkpoints it would have made it feel less aggravating but we always strive to have the player feel superior at all times to the enemies. The lesson here isn’t that players can’t have smaller weapons but more that every element in the game should compliment the players play style. In this case it is to feel stronger, better, faster, longer.

Playmaker

The puppet has the range to hit but the enemy does not

One of the best accomplishments in creating the game was the array system used to create the puzzles. In the next image below, the setup shown allows for a quick and easy setup to let the game know when to check for puzzle completion and allow access to the player. This saved a ton of time when it came to playing around with different layouts for the enemies and how to keep an interesting flow of the puzzle.

 

GAME.Scene.nextGaurdian1._Director.area1

Playmaker and Arraymaker

In any case we hope this information proves helpful for anyone as the experience was for us. If you wish to check out our entry just check out the link here.

 –> Puppet Guardian <–

Trailer Trailer Traaaaailer

Wednesday, April 29th, 2015 10:56 am

The animator for our entry Puppet Guardian has created this quick game play video to show off some moves.

–> Click to Play <–

Bit of an update to flow better.

Friday, April 24th, 2015 4:50 pm

Thanks so much for all the comments to help tweak and improve the flow in this game. I always appreciate all the positive critiques and comments, thanks!!

—> Play it here! <—

An Unconventional Puppet:

Tuesday, April 21st, 2015 12:25 pm

Use your incredibly fast skills to destroy all your enemies at the same time in this twitchy action puzzler. There are also so many ways to destroy your enemy leaving you with a Ton of options to choose from.

The sages have summoned the great purple guardian (you) for a task that only you (and most anyone) can accomplish. To clean their castle. But this is not a game about cleaning castles… It’s about getting even!

PLAY IT HERE:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=24404

Ludum Done! Insane Adventures of Andie

Monday, March 30th, 2015 11:57 am

When making a pong game I went through the gaming bible and realized there are three things all games must have. Shoot Mechanic, Quests, and Boss Battles

And this one has all three

A game that is heavy on the story with a side of fantasy. Play it here!

http://ludumdare.com/compo/minild-58/?action=preview&uid=24404

The Insane Adventure of Andy is here:
http://ludumdare.com/compo/minild-58/?action=preview&uid=24404

Play as Andy, a Paddle that is tired of Pong… Just look at his face, truly, a paddle that has been through much. Help Andy become MORE!


 

Good luck everyone on your entry, MINILD!

Adventures of Andy

Wednesday, March 25th, 2015 2:04 pm

Oh deer,

I will be so sad if it doesn’t get finished but here is the start screen at the very least.

Andy Image

The Waiting Game – Unfolding games

Thursday, December 11th, 2014 10:25 am

Here is the EXTRA CREDITS episode that inspired Eggogatchi!

and if you haven’t seen our game yet here is the link.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24404

It bores you a little to kick you out of it later but can something this damned cute bore you a little? Maybe! But, maybe not…

Eggogatchi! Play it now!

Wednesday, December 10th, 2014 4:26 pm

Desktop-12.10.2014---17.58

 

Have you hatched your egg yet?

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24404

Play our little virtual pet simulator we made with as much love and care as we hope you provide to your eggogatchi but don’t let the battery run out!

*We also want to vote on your game so please leave a comment and we will respond to each and everyone one we can manage!

Thanks!

 

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Game logo is ready!

Sunday, December 7th, 2014 8:56 am

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slow and steady won the race back in the medieval ages. Nowadays you got to drink your redbull and ride through the night! Party on fellow ludum darers!

First Screen for EggoGatchi!

Saturday, December 6th, 2014 11:08 am

testScreen

 

My entrie for the one screen game is Eggogatchi! A blend between tamagotchi and Candybox.

Here is the first screen so far with the eggogatchi, All made from scratch using the tamagotchi as reference of course!

CHEESE IT!

Tuesday, August 27th, 2013 3:55 pm

You know that moment… when you are facing a very tough boss and after you finish him you get so much experience you level up TWICE!

Cheese It! Our first ludum game was that experience!

Ludum Dare was such a great experience and I am very very happy with the outcome we made here. Most interesting moments catch you by surprise when you believe everything is doomed… but you take a breather and look at alternatives to over come these challenges and they leave you feeling better. I agree and thank the comments I got and am always looking for ways to improve for next time! So many great games and people here and I am glad to join and become a part of it! 

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I never get around to doing credits but the art was made by @_MyTMonkey and music by @rockman and myself with the other goodies @sebasRez.

In in Inn

Friday, August 23rd, 2013 5:42 pm

(@sebasrez and @_MyTmonkey) We are in! First Ludum dare and ready to play in the big leagues (we’ll see) of the jams. Lets go Lucky #27

 

Programs: photoshop, unity 3d

Programming: Playmaker 😀

Toolkits: 2dPlatformController, 2Dtoolkit

Audio: Ableton, Bfxr

Planning: Paper

Good Luck All and check out the goods on our twitter for updates.

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