Hi there,
Ive added an explanation video on how I created the 2D smoke in game. If you have a few minuets i go over exactly how I created these assets. Let me know if you would like to see more or have any questions!
Hi there,
Ive added an explanation video on how I created the 2D smoke in game. If you have a few minuets i go over exactly how I created these assets. Let me know if you would like to see more or have any questions!
Hi there, wanted to go through and explain some of the game play systems you can expect in The Downtrodden. I’d love to hear any comments or suggestions!
Hello there!
Please check out the initial game play video here…
I started approximately 1 year ago, throwing around the idea to people who would listen; there were not many who would. I feel strongly that there is a lacking presence of good small, multiplayer co-op games. But as soon as you say “indie game” and then “co-op multiplayer” developers usually turn right off. And it has been a lot of work. I do believe strongly in this idea however, and will realize a working prototype. I refuse to listen to nay-sayers unless they are simultaneously playing the idea first hand.
The game mechanics themselves are born out of a few different titles I love. Shadow of the Colossus, a main inspiration, also Dark Souls. Both are not considered heavy co-op multiplayer, but I love the game mechanics behind taking down a large boss, and I feel there is lots of space to contribute in this area, as a main focus. The co-op desire has a lot of touch points. Ive played many hours inside mmo titles. And within those there are always large multiplayer battles, which I love, when I am finally able to partake. What left me wanting in those experiences was actual one on one constant co-op interaction. With the exception of the support classes, It felt to me as though each person, although working towards the same goal, was operating pretty strictly inside his or her own microcosm. I want to focus here, where the co-op experience can be completely exaggerated. To generalize and simplify: a single valid attack, requires 2 people, or if you like, “to do enough damage” you need a 2 person cooperative attack.
The style and tone of this prototype comes from my first love: 2D animation. I am influenced by lots of different styles, but I felt that the New York style rubber hose animation of the 1920′s and 30′s was just amazing; and it also seemed like a logical start towards bringing more 2D animation into 3D video games. In spite of my preference for 2D animation, I am a 3D artist. When starting out, I had a feeling that a 2D animation career direction had a tough, dead end type road ahead of it; I selfishly became a 3D artist. It paired up with my love of video games. It also seemed like a field where one could work and train more easily, support a family. So the medium is 3D, still, I do think that we should be taking many, many more instructions from 2D animation than we currently do as 3D artists. I want to do justice to all my favorite rubber hose cartoon ideas in this prototype; and perhaps to add to those as well. I want the focus of this prototype to be lots of silly and fun animations paired with great (slightly spiteful) co-op gameplay. Can I trade out some typical current day development practices for some stuff that is less sought after? Keep watching and we will find out together…