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Author Topic: Spectrum Soldier - Serverus Games  (Read 568 times)
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brettamatowski
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Character design for next game in progress.


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« on: May 30, 2011, 06:13:54 AM »

Greetings, Woodians!

I'm proud to report to you all, along with Eric Michols and Adam Dishongh, that we have an upcoming game that we have been working on since the start of the new year.  It's probably one of the biggest games we are making to date.  It'll be downloadable as an application for your desktop leisure, or as trials on mobile devices, Newgrounds.com, and other flash gaming site.

Spectrum Soldier is a fast-paced, action packed, puzzle-induced platformer where you have to save a sector of the dimension.  You must return color to the sector as you weaken the edges of the RIFT and destroy the monsters within by channeling your color energy to power through your enemies’ attacks and learn about the colors flowing through your enemies.

You'll be able to switch colors from red, blue, purple and normal to proceed through puzzling journeys inside of the RIFT.  Here;s an introduction to what the back story of the game is:

     An agent for the Department of Repairing Interplanar Fracturing and Tearing (RIFT), Peter Prism has been selected as the agent to repair an interdimensional rift in sector J-22.  A Terrestrial Emulation Amplitude Refactoring portal (TEAR) has been opened, and it has reduced all of the surrounding area to a monochromatic state.  This TEAR will be handled by standard RIFT procedure. 
     First, the edges of the TEAR must be weakened.  This is accomplished by obstructing or destroying the color containment vessels scattered around the TEAR.  Each of these color containment vessels contains all of a single color from throughout the TEAR, removing the color from all other objects.
     Within the TEAR be cautious, for the creatures with strong ties to a chromatic plant the TEAR interacts with are often drawn through and inhabit the area.  Though they may be a danger to you normally, when you channel their plane’s color, they cannot kill you.  They may still interact with you, but they cannot damage you.
     As you release colors back into the TEAR, be careful as new monsters will be revealed.  These monsters may have ties to dimensions beyond the chromatic plane the TEAR originates from.  They will function on a different timeline from the other monsters, moving and attacking at different speeds.
     Also be aware that rogue RIFT agents have been seen in the vicinity, and there is speculation that they may have caused the TEAR in order to hide.  We will be scanning for their signatures near to you, and try to give you as advanced warning as possible.   



Here's a couple of eye-candies for you all to get excited about!

New Serverus Games logo:
SERVERUS GAMES

Screenshot of the artwork by Brett Warden:


Video sample of the animation:
SPECTRUM SOLDIER SAMPLE



Please stay tuned in for more updates!
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the.crippled.dreamer
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Bleh!


« Reply #1 on: June 02, 2011, 02:19:20 AM »

I like the look! And...I'm not sure why, but I can't help looking at that helm without envisioning some creepy little critter opening the panel & crawling inside as a way to bring an end to the player's efforts. (watching the suit flop wildly around while the glass is spattered from the inside & the whole thing collapses...I seriously need to get out more if I'm imagining scenes like that  rolleyes).
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« Reply #2 on: June 04, 2011, 01:50:47 AM »

Yo Bretti, long time no speak.
Been neglecting BW for a while.

I'm liking the look and sound of this game. The idea of colour changing and colour specific enemies has been done before (ikaruga, outbound) but its not a bad thing that this is following suit in some way. Its a tried and tested formula and offers loads of different ideas.

Sounds promising if you can pull it off in flash. Smiley
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Yes. I beat IWBTG. Only took ~60 hours of play.


« Reply #3 on: June 04, 2011, 03:14:19 AM »

yeah, Juggle, Ikuruga was a major influence in the ideas behind the game.  I am unfamiliar with outbound, though.  I think the premise of color switching has been proven through games like ikuruga, but it'll be an interesting switch to really having it on a platformer.  It wont be of the "bullet hell" genre, but it can be more of a puzzle based platformer.  We are working on mechanics right now to limit/unlock color switching throughout a level, so you may be completely unable to kill a red enemy or go through a red door if the only color you can switch to is blue.

Flash is having its usual mix of amazing protyping ability and abysmal resource usage, so we'll see how it goes. Wink
The plan is to release it as a standalone using Adobe AIR though, so one of the real stumbling points right now is crafting enough levels which keep people engaged in order to even try charging for it.
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Juggleballz
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« Reply #4 on: June 06, 2011, 01:20:59 AM »

Sounds great moose! (SOrry the game i meant was outland, not outbound)

Looking forward to the progression of this Smiley
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