CYCOM: Cybernet Combat - Trailer #1
Don't forget to comment or ask anything your heart so desires.
Welcome back! Today I wanted to show off some of our initial concept art for buster, or as we call it, the LemonBuster.
Image 3. Design #2 Sketch
Image 4. Design #2 Schematic
Image 5. Design #2 Color Test
And that's going to be it for this week. I'll probably do a midweek update explaining the LemonBuster design in more detail but I am behind on some features so I will talk about them later. Thanks for your support! As always comment below any questions or suggestions!
Hey guys, still not big updates but didn't want to leave you guys hanging, so I've uploaded a video of the tutorial for the alpha. Enjoy!
Still working on polish, but didn't want to leave you guys hanging so how about a behind the scenes look at the storyboard for our trailer. If you don't want it spoiled... don't look below!
Storyboard is in divided in 6 pages. These were made by me in an afternoon so pardon my chicken scratches. :P
We're about a third of the way in what we want to polish. Next up is battle transitions. Right now, when you enter and exit a battle there is hard cut which is disorienting as you can imagine, we are working on making this change a little less so.
And that's it for this week. Let us know if you have any questions!
Short update, big news!
Last week we mentioned that we were demo'ing to certain people for a potential partnership. Well, I'm happy to announce that the talented duo known as Hyper Potions will be partnering with us to make awesome original music for CYCOM! If you haven't heard of them, you're seriously missing out. They make really catchy remixes of classic games along with a few of original compositions. Most recently, SEGA hired them to make the music for the Sonic Mania opening animation!
So make sure to check them out! My personal favorite is the remix of Littleroot Town from Pokemon Saphire/Ruby.
We're currently working hard on polish to get out tech demo copies to both fans and potential publishers. Like I said last week, this is probably what we'll be working on for a while so the weekly updates are probably going to be short.
And that's a wrap! Excited to welcome Hyper Potions! See you next week!
Working on the weapon UI.
We wanted to make see how the compile gauge and health would look on the controllers. Hopefully this will make their obstruction near impossible.
Update time! This week and the coming weeks is going to be hard to give a satisfying update since we're working on polish.
Last week we did our first demo with a group of people with no attachment to us or the company for possible collaboration on the artistic side of things. We are proud to day that they thoroughly enjoyed it and have verbally agreed to work with us! Of course, nothing is set in stone until the contracts are signed, so I will withhold information on who this group is until everything is in order.
Other than that boss basics is done, so really not too much exciting things. Like I said, working on the details.
While that's pretty much it with me, our new developer, Seth, has been hard at work on our melee enemy, RobotEmok:
It's still got a bit more to go but this character will eventually teach the player about punches and cracked panels. With this enemy we've shown a little of all the enemies we are currently working on! Hopefully they'll be done soon and we'll have our World 1 Demo out soon.
No important feedback posted recently. Make sure to leave a comment if you have any questions or suggestions!
Working on Narration for the tutorial next. We think its pretty important since we want to start sending out demo copies and it would reduce moments of confusion as for the rest of the team...
After narration I'll be working on a few back-end things and then doing some updates on the WeaponUI. Like I said, updates are probably going to be short in the coming weeks.
Thanks for all your support! Let us know any comments or suggestions you have.
Update with the new boss, new player (developer) and feedback!
The boss for the first world is almost done! Here are some GIFs of the moves it has.
PHASE I: Dodge and Spawn RobotCreep
PHASE II: Dodge, Spawn RobotCreep and Ground Wave Attack
PHASE III: Dodge, Spawn RobotCreep, Ground Wave Attack and Meteor Strike
A few things to note about the boss:
With the boss out of the way, I'd like to announce a new member to the team! Seth will be helping me and Erick work on the software development side of things. With this the team is now 4 people! So give him a warm welcome.
Last week we asked what we should focus on next, quality or quantity. After some discussion and community feedback we've decided to move forward with prioritizing quality. What does this mean. We're still going to do everything wanted to do, except instead of getting all the features and then working on polish, we'll soon switch gears to polishing and debugging everything we have right now. Which means that after the next two enemies that we have in the pipeline are finished, we won't get any content in the forms of cards and enemies until we have all the details nicely finished. What sort of polish do we mean? Well here's a few:
Personally I've been working entirely on the boss. Now I'm working on his reactions to taking a lot of damage and general debugging. Here's what the rest of the team is up to:
We're doing a few IRL demos in the coming weeks with people with previous game experience to test and get suggestions. As we mentioned above, we will be switching gears to quality assurance. At the same time, I will be looking into designing the software architecture for designing and building your own deck.
And that's it for this update let us know if there is anything you wanna know of have some feedback. Thanks!
After last weeks road trip, we are back in full swing. Not much to publicly announce so enjoy the GIFs below.
With the boss game design under wraps, we've started programming in a boss!
Decided to work on one of the many bosses in the game next to have something big in our trailer. Note that these are still bought assets and we may or may not change the model and animations after getting an alpha version of the game ready. Let us know what you think!
We've tested the game with a few people outside the dev team and got some good feedback. We're still sifting through it so not much to right here. Please let us know if you have any feedback!
Pretty much working on the boss. Erick is working on finishing the RobotCreep shown off in last week's post. Jeremy is still working on some financial stuff and writing up a contract for a new dev that we'll be on-boarding this week will have to do some stuff there too.
After getting these things down. We should be nearly done with the base features of the first world. We are internally discussing what our focus next should be, quality and debugging or quantity and new features. Of course we want the final product to have both, but this is more of a question of which should we prioritize and work on next. At the moment the base game play is in place, and while it does provide unique mechanics, I feel like I really want to show the exciting and different ideas we have planned by showing of a plethora of features. As of right now, the game is really short, so working on new features is a must. At the same time, we value quality of the game. We know how the devil is in the details and filling these small gaps with smooth battle transitions, enemy teleportation, particle effects, etc. go a long way. So let's open this up to everyone. Which do you think is more important to tackle first? Note that this isn't which should we do and which we should ignore, we will do both, but we'd like to know your thoughts on what we should prioritize.
That's about it, can't wait to hear from you guys. Peace.