Red & Blue

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RMZ
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Red & Blue

Post by RMZ »

So... I've started a new RPG, even though I kind of swore I wouldn't do this since Mr. Triangle's Adventure wore me out. Then I was going to do Batman & Robin 2 and it seemed like a bad idea when the 1st game got pulled down everywhere. For those that may remember, I did a horrible Megaman X4 fan-game back in 2001. This game, Red & Blue, is sort of another attempt at making a Megaman styled RPG. It will be mission based, like BR but with a lot of the ideas from that game used for this one. I'm hoping that doing mission based game design again will help me from getting exhausted and also free me up to do other stuff in between. Here's some of the stuff I've done this past weekend for anybody interested. I'm definitely having fun with this.

<a href="http://s19.photobucket.com/user/RedMave ... f.png.html" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... hcwmtf.png" border="0" alt=" photo RedBlue0012_zpsg4hcwmtf.png"></a>
Each level will start off similar to MMX with the giant Ready and then the character phasing in.

<a href="http://s19.photobucket.com/user/RedMave ... p.png.html" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... 095xep.png" border="0" alt=" photo RedBlue0008_zpsez095xep.png"></a>
Big part of the game will be about rescuing hidden civilians who are hiding from the bad guys. In the intro stage, they will just be stranded on the highway for you to rescue. In future stages they will be much tougher to come by. This kind of introduces this feature a little softly.

<a href="http://s19.photobucket.com/user/RedMave ... b.png.html" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... ppx4vb.png" border="0" alt=" photo RedBlue0011_zpsxyppx4vb.png"></a>
After saving all of the civilians, the robot will fly by with your partner, Blue grabbing on to his sky cycle in pursuit. Sky cycle is designed loosely off of the Waveman speedboat in MM5 and Hawkeye's sky cycle in the Avengers cartoon.
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Post by Pepsi Ranger »

Looks really good, RMZ. It better play as good as it looks! j/k

Hit me up for a playtest whenever you need one, provided it isn't as long as Mr. Triangle's Adventure.
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RMZ
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Post by RMZ »

I'm hoping for a 3-4 hour game. Right now the plan is... Intro Stage and then Six Mission stages that might be about 30 minutes each or so, and then a final stage. When I finish the intro stage I'll send it your way to get some initial thoughts, sure.
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Post by sheamkennedy »

This looks excellent!
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Post by TMC »

Those graphics sure look nice! Will this be using the standard OHR battle system, or something else?
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Post by guo »

My body needs this. I will happily playtest for you.
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Post by RMZ »

@TMC
Thanks. Yeah, the game will use the standard OHR Battle System except this go around I'll be trying the turn based versus active time system. Doing this project will help me out a lot with doing our other project down the road I think.
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Post by RMZ »

<a href="http://s19.photobucket.com/user/RedMave ... g.png.html" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... iifmag.png" border="0" alt="Red Blue Main Menu Mock photo RedBlue0005_zpstziifmag.png"></a>

Not a ton of flashy stuff to show this week like the first week but I am hard at work on the main menu, built completely custom. I have a new respect for people who do this in every project, it's a lot of work. I've got Switch, Back and half of Equip/Heal done. Obviously stats and images are placeholders for now. Hoping to finish this before resuming work on the intro stage.
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Post by RMZ »

<a href="http://s19.photobucket.com/user/RedMave ... r.png.html" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... uoftpr.png" border="0" alt=" photo RedBlue0004_zpsnkuoftpr.png"></a>
For anybody that remembers Batman & Robin, I had used this trick there, with letting level up growth being up to the player to decide. I'm doing that again except this time around it'll be default values with boosts added based on equipment. For instance, if Red had the item SPC1A equipped (1st chip you can equip) it'd add more to the special value for the boost.

<a href="http://s19.photobucket.com/user/RedMave ... r.png.html" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... 4nfahr.png" border="0" alt=" photo RedBlue0000_zpswv4nfahr.png"></a>
I've also finished the main menu, which is the 1st one I've ever done completely from scratch. Major props to Giz and the IRC guys for helping me debug this. The most recent change to the menu is making it so dead players are grayed out.

Battles and the rest of gameplay are being planned next.
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Post by TMC »

Well *I* think it looks flashy! Very nicely polished.
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Post by RMZ »

https://www.youtube.com/watch?v=EBxo_LYYrLQ

I shared this on IRC last night, but this is kind of my newest accomplishment. Each character will acquire special out of battle abilities as the game progresses. Red and Blue both start with 1 each. Red has the push/pull, and Blue has the sword slash. Holding ENTER and then pushing a directional button is how you move with push/pull and the game lets you know when you can't move. It also lets you know when you have the wrong person for the job.
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Post by guo »

READY.
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