Author Topic: Brock Crocodile - Has now been Greenlit (See latest post)  (Read 75875 times)

Offline MadeManG74

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #45 on: January 21, 2015, 08:07:10 am »
This is too cool.
Seriously hope there's a pescadores reference there somewhere...

PESCADORES PESCADORES PESCADORES PESCADORES PESCADORES PESCADORES

I think this needs to happen. Aki-at, contact me in regards to Pescadores.

Offline Aki-at

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #46 on: January 21, 2015, 03:07:00 pm »
Love it. Looking really good :)

Thanks my hombre.

This is too cool.
Seriously hope there's a pescadores reference there somewhere...

PESCADORES PESCADORES PESCADORES PESCADORES PESCADORES PESCADORES

I think this needs to happen. Aki-at, contact me in regards to Pescadores.

Won't this anger our Chinese overlords?

-

Another developer's blog, this time with footage! Yay!
Developer's Blog #3: Designing a Boss

https://www.youtube.com/watch?v=DvgTWWsKkoY
Welcome again for another insight into the development of Brock Crocodile. On this week blog I’m going to be talking about a central component in the game, the boss battles! Bosses are one of my favourite moments in video games, they can go from hectic shootouts to downright brink of sanity crazy. The first thing I do before starting any boss is designing the character themselves. Having the most awesome boss battle means very little if the character themselves aren’t memorable. I tend to look at titles from the Yakuza series as some of the best boss battles in gaming and how the games’ constantly take liberties in the fights to give the bosses some rather unrealistic special powers. I’m also trying to avoid repeating myself, the first four bosses range from a giant turtle with plasma cannons embedded in his shell to the current boss, a smartly dressed, elderly and slender ape with mechanical gauntlets.
BrockvsPummells1 height=200
The next bit would be getting a rough idea of the boss’ attack pattern and fighting style. This however depends greatly on the prior bosses as well as some future planning of later bosses. For example outside of his plasma cannon the first boss Pummell Gunzhell attacks by retreating into his shell and rolling towards the player. The following boss Princess Cassandra would hover around in her bee mech before trying to impale Brock with her stinger. The difference in both bosses are more than just aesthetics. Whilst Pummell’s attack’s can be dodged by jumping in one spot, Cassandra requires movement to get out of the way of her attack. The way to attack them is different too, you can get a few whip attacks on Pummell whilst footed on the ground but Cassandra requires Brock to jump to reach her hitspot area.

With that in mind and with the third boss following Pummell’s method of attack and opening, Lankeyarm is closer to Cassandra. Originally Lankeymonk was meant to be swinging back and fourth but I deemed that a bit too similar to Cassandra so soon and just a bit too difficult for the fourth boss too. He was always going to have specially designed gauntlets but they were to give him extendable limbs in a sort of Dhalism-like way but now instead uses them to jettison himself into the air. Once he reaches the end of the screen the game gives the boss a choice to either initiate his second attack or go back in the opposite direction. His second attack occurs when he hangs off the ceiling and pulls out three bombs after which he tosses them into the air. Once they’ve landed the players must judge depending on how fast the bombs are flashing to correct guess which bomb will go off first and position themselves next to the bomb that will go off last.
 
BeehiveBattleship4 height=200
Another thing that was introduced with the previous boss, the Asguardian Golem, was the boss slightly changing their attack pattern based on their HP. This will not necessarily occur with all the bosses and some will even have totally different forms but it’s just one of the many ways to keep certain battles fresh from others. With Lankeyarm, this difference is less to do with more aggressive attacks like the third boss but more to do with giving the players less openings to attack the boss with.

Once a basic moveset was done it was finally time to let some people review the boss fight. A few friends (Shout out to Farzana and Bruno.) suggested the boss was a bit bland so in the name of variation, Lankeyarm changes the height of his jump and the speed (Moving as fast as Brock.) at set intervals. It certainly adds a lot more challenge to the battle and definitely means players should be cautious when attacking Lankeyarm at certain sections but not too hard that he would be out of place as the fourth boss. You can check a demonstration of the boss battle (Without the animation unfortunately!) above and one funny glitch I encountered.
 
AsgardChat height=202
That wraps up this developer’s blog, I hope you guys and gals enjoyed watching it and on a final note, we recently opened up a Facebook page, drop by and give us a like/share if you can! Till next time!

Tweet: https://twitter.com/BrockCrocodile/status/558000489854693376
Facebook post: https://www.facebook.com/BrockCrocodile/posts/426588720826735
« Last Edit: January 21, 2015, 03:19:57 pm by Aki-at »

Offline JRcade19

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #47 on: January 21, 2015, 04:33:43 pm »
Box Bad is my favorite boss.

This is fact now.

Offline Aki-at

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #48 on: January 24, 2015, 05:46:03 pm »
Box Bad is my favorite boss.

This is fact now.

You know I'm surprised how many people actually like Box Bad, it gives me an idea for later in the game : P

Some more work on the fourth boss, this time he has a name and sprite. Presenting... Sir Theodore Thunderbolt!


https://twitter.com/BrockCrocodile/status/559131472029048833

Offline Aki-at

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #49 on: January 30, 2015, 12:50:12 pm »
New level profile added on the website, third stage Museum Mayhem;

Museum Mayhem Level Profile Added!

We've been showing off this stage on our Twitter account for sometime now but now is the time to officially announce the third stage, Museum Mayhem!

MuseumMayhemTitle.png

After protecting an ancient artifact discovered in the Gazadiaz Ruins and stopping the attempt to steal it in Beehive Battleship, Brock finds there's some mysterious goings on in the museum that threaten the artifacts safety again. Spirits of warriors passed long ago, mummies and living demonic skeletons wander the halls of the museum... But is everything as it seems?

MuseumBreakin3.png

So far in the development of Brock Crocodile I definitely had the most fun in designing this stage. It also, combined between both stages, the smallest level so far in the game but don't let that make you think it's the shortest. Completing either stage should take you more than 2 minutes even knowing the most effective route to the goal. While Gazadiaz Ruins only had baddies standing in your way and the Beehive Battleship need you to wait for hoops to drag you to the next location, Museum Mayhem has a few different kind of obstacles.

MuseumMayhem2.png

Firstly the biggest hindrance to players is going to be the secruity system of the museum. Through out the stage the players will find laser beams that are meant to discourage any thief who dares enter (Why a museum has this system we may never know... ) The second and third gimmick are mostly safe, a moveable block and crates blocking your path. One just requires a push from the player whilst the other needs them to find the levy hook attached to the crate to move it upwards. But be careful with the crates, if you want too long under it it'll come and crush poor Brock (No instant death here but a 1HP damage to our scaly friend.)

MuseumMayhem3.png

I also had the most fun in designing the baddies for this stage but that's a tale for another update. Until then head over to the stages section and read up a bit on Museum Mayhem. We've done some basic changes to our website now linking our Twitter, Facebook, Youtube and Google+ pages on the header and you'll find you can share or retweet this entry at the article's title. Hope you've had fun reading this and be sure to look out for more future Brock Crocodile content!

http://brockcrocodile.com/2015/01/30/museum-mayhem-level-profile-added/
https://twitter.com/BrockCrocodile/status/561228766136262656

Offline MadeManG74

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #50 on: January 30, 2015, 01:21:41 pm »
I really adore this level, it's quite brilliant.

Offline Barry the Nomad

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #51 on: January 30, 2015, 02:00:41 pm »
A museum is a great idea that I've rarely seen in games! Can we expect some unique background elements, like pieces of art or unique one-off background bits?

Offline Kuronoa

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #52 on: January 31, 2015, 03:13:47 pm »
Just saw the preview at Siliconera, I think this game will go far, looks good.

http://www.siliconera.com/2015/01/31/brock-crocodile-has-the-moves-of-a-classic-16-bit-mascot-platformer/


Offline Aki-at

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #53 on: February 01, 2015, 06:26:07 am »
I really adore this level, it's quite brilliant.

I think with the fun I'm having in designing Breakout Prison a lot of people might end up enjoying that stage too. Glad you liked what you saw of this though Mang!

A museum is a great idea that I've rarely seen in games! Can we expect some unique background elements, like pieces of art or unique one-off background bits?

It's something I've thought about but most of the items so far are generic mummy caskets and skeletons.

Although there are two references. One from a video game series and one from a film series in there, let's just say one series starts with a P and the other with a G : P

Just saw the preview at Siliconera, I think this game will go far, looks good.

http://www.siliconera.com/2015/01/31/brock-crocodile-has-the-moves-of-a-classic-16-bit-mascot-platformer/

I honestly couldn't believe it. Was out with the partner when Inthesky tweeted it to me and I was shocked, it's great hearing from other people too what they think about it. So stoked that the game got coverage from such a major website.

Offline Aki-at

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #54 on: February 07, 2015, 12:31:14 pm »

https://twitter.com/BrockCrocodile/status/564124259082309633

Some men Crocodiles just want to watch the world burn...

Offline George

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #55 on: February 07, 2015, 05:18:06 pm »
Fires looking nice. Think about adding transparency to it? How hard is that?

Offline Aki-at

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #56 on: February 10, 2015, 10:10:10 am »
Probably my longest developer's blog yet, this time talking about the work carried out on the flamethrower for the fifth level;

Developer's Blog #4: Making a Gimmick
http://brockcrocodile.com/2015/02/10/developers-blog-4-making-a-gimmick/
https://twitter.com/BrockCrocodile/status/565177586255675392

Welcome back to another developer’s blog, this time we’ll be taking at how we design a certain gimmick in the fifth stage, Breakout Prison, where Brock finds himself in the high security Navadash Prison.


Jump in to get this blog post started!

In this particular blog we’ll be looking about the design process that went into making the spotlight. Some context on the level itself, the player will find herself/himself confronting all manners of traps that have been activated to deter any prisoners in trying to escape from laser beams, spikes hidden in the floor, trapdoors and the gimmick we’ll be focusing on this blog the spotlight that activates the flamethrower! Just like the museum, we’re not quite sure why a prison has a flamethrower…

The level itself has one thing that differentiates it from the previous 4 levels and that is a distinct lack of bad guys, save for the 5 hidden through out the level that help the player reach the maximum attack bonus. Outside of that the player will simply be facing an onslaught of gimmicks that will attempt to impale, fry and electrocute our poor reptilian friend. With this in mind it really came down to making sure the gimmicks themselves had a bit more personality and above all else, managed to combine well together when placed in succession or together.

The most important one would be the spotlight. I broke it down in two parts, first of all the spotlights that alternate between themselves and then the flames that start shooting out if the player is detected. First of all required research, as people are aware of by now that with Brock Crocodile we’re attempting to create a platformer from around the 90s. There were plenty of methods I found on how to do a flamethrower but all of them seemed far too advance so I decided to play some good old fashion classics from the 1990s.



After seeing how it was done in SEGA’s 1994 release Sonic & Knuckles (Who says games don’t teach you anything!) it came down to trying to emulate it. This brought a lot of fun and quirky techniques that I learned after messing around with the Sine and Cos that should definitely provide some future use for me! Now to tell you how it’s done, I’m sure there is a more effective way of doing it but for someone who hardly programmed it worked almost as I wanted it to.

The mask that creates the flame, which we shall call the generator from now on, has four different versions (Up, down, left and right.) and one alterable value (Flame direction.) In the initial testing the game would create a dozen or so new flames every 5 seconds at each specific generator points. Once the flame hits the generator, a specific alterable flame in the flame would change (from 0 – 3 representing up, down, left and right.) once this happens, the current y position of the flame would be subtracted by 1 or plus 1 depending if it was going up or down and like wise for the x position if it was going left or right.

The second alterable value is a bit more tricky and makes it needlessly longer. Everytime a flame hits the generator,  the generator’s type of movement value would go up by 1. This same value is copied into the flame’s alterable value for type of movement so it knows if it needs to be more slightly left, be in the centre or slightly right allowing for a slight “wavey” movement. Depending on the type of movement, the movement value of the flame would change (From -6 to +6) and a forumla is used to calculate just where the flame should be. In this case it would be;


[Set X position to X( "Flame" )+(Sin(Movement( "Flame" )))]

Now depending on how far I want the flame to be to the right or left, a multiplication will occur. Finally after the flame reaches the end of it’s life cycle (Around .35 seconds.) it extinguishes, leaving its slightly younger predecessors to take the reigns as the top flame for the remaining .10 seconds of its life, ha!

Next up the much less frustrating thing was to make the spotlights. The spotlights are controlled by an object, called the Prison_System from now on, in the background that makes use of it’s 5 alterable values (BrockSEEN, BrockACTIVATION, FlamecreationTimer and LightSwitch.) Whenever Brock overlaps a spotlight, BrockSEEN changes from 0 to 1 and 1 is constantly added to BrockACTIVATION and FlamecreationTimer whilst BrockSEEN equals 1. During this time the FlamecreationTimer creates one flame at the various generators and is reset to 0 every time it reaches 6 so we don’t have an overload of flames!



Though you may ask how does Brock get past these spotlights? That one is easy, the LightSwitch is constantly adding 1 until it reaches the maximum of 120 when it’s reset to 0. At each successive 40, one light switch turns on and the other two turn off. A very simple system for a rather complicated secruity system in a prison! All in all, 3 days of work saw me complete the system which I think looks rather pretty and retro in motion. There’s still somethings to sort out (Such as where exactly the fire comes from.) but for now enjoy this GIF.

I believed I’ve covered everything and hopefully you can take away with you the sort of planning that goes on behind the scenes to get something as simple as a flame to work in a game! I must admit when I first started working on Brock my preparation for gimmicks was step by step, I was just winging it, nowadays I plan beforehand, what is the system’s purpose? How is it going to do? How many parts is there to it etc and it’s helped me give greater admiration to some of the industry’s best programmers in the past and future who had to deal with vastly more complicated systems!



Thanks again for reading and you can always share the link via our share buttons above the topic title, until next time!

Offline Aki-at

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #57 on: February 14, 2015, 03:13:19 pm »
Finally showing off the fourth level City Lockdown. Monkeys have taken over the city, kidnapped the mayor and demanding a ransom, fairly typical day in the life of a video game character.


https://twitter.com/BrockCrocodile/status/566677598986858496

Here's the funny thing, that stance by Brock is actually a glitch, his lower body sprite should be completely different from what you see. But the glitch works so well I think I'll just leave it in there!

Offline George

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #58 on: February 14, 2015, 04:19:37 pm »
Damn, this is lookin' very good.

Offline Aki-at

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Re: Brock Crocodile - Aki makes a platformer because we need more crocodiles.
« Reply #59 on: February 21, 2015, 08:22:39 pm »


https://twitter.com/BrockCrocodile/status/569306196651479040

Was doing some rough work on the hubtown. In the process of actually "modernizing" the graphics, the original use to look like this.



Next up, fixing up the background.