During my time at Phyken Media, I wound up working on a lot more than just the Wizard Ops Titles listed over here. I developed an number of other prototypes and projects that wound up exploring some interesting territory.
Here's some early gameplay from one of them.
Here's some early gameplay from one of them.
At first glance, the 2D air combat may look like an imitation of Luftrausers, but if this project went through to completion, the end result would actually be a lot more like Galak-Z, since this is a game about randomly generated transforming anime robot adventures. Actually, at the time this was developed, I think 17-Bit's own transforming robot was still a secret.
I've actually wanted to try to capture the fun of the Jet that turns into a Giant Robot for some time, and this is my first try with an actual gameplay prototype. I decided to start in 2D since it was much lower scope and less likely to disorient players. I also imagine that most players have some idea of how a jet and a fighting robot would handle in a side-view video game space, and how those two things would handle differently.
My initial pitch for this concept involved transitioning between a Contra-style run-and-gun and a Gradius-style shoot-em-up control scheme, since those were different forms of gameplay that accomplished similar goals (moving to the right and shooting everything). One of my colleagues at Phyken suggested the more free-roaming style of arcade dogfighting, and I think it works better. The end result was intended to be closer to swapping between Luftrausers and an Assault Suits style of play.
I did want to avoid stealing the signature stall-out action from Luftrausers, so I attempted to add some basic physics that caused the Jet to glide a bit when thrust was not engaged. It's also worth noting that the jet takes damage from ramming into objects at high speed, but the mech does not. At one point in development, there were buildings with destructible pieces and a viable strategy was to fly towards them at high speed, transform and crash the mech through the building.
No in-game art assets were integrated at this phase, so the aircraft consist of primitive shapes and the mech form is just the default ninja from this 2.5D Platformer Starter kit with some jet parts bolted on to him.
I've actually wanted to try to capture the fun of the Jet that turns into a Giant Robot for some time, and this is my first try with an actual gameplay prototype. I decided to start in 2D since it was much lower scope and less likely to disorient players. I also imagine that most players have some idea of how a jet and a fighting robot would handle in a side-view video game space, and how those two things would handle differently.
My initial pitch for this concept involved transitioning between a Contra-style run-and-gun and a Gradius-style shoot-em-up control scheme, since those were different forms of gameplay that accomplished similar goals (moving to the right and shooting everything). One of my colleagues at Phyken suggested the more free-roaming style of arcade dogfighting, and I think it works better. The end result was intended to be closer to swapping between Luftrausers and an Assault Suits style of play.
I did want to avoid stealing the signature stall-out action from Luftrausers, so I attempted to add some basic physics that caused the Jet to glide a bit when thrust was not engaged. It's also worth noting that the jet takes damage from ramming into objects at high speed, but the mech does not. At one point in development, there were buildings with destructible pieces and a viable strategy was to fly towards them at high speed, transform and crash the mech through the building.
No in-game art assets were integrated at this phase, so the aircraft consist of primitive shapes and the mech form is just the default ninja from this 2.5D Platformer Starter kit with some jet parts bolted on to him.
The team and I had some pretty crazy ambitions about procedural generated content. The stages and the story of the game were planned to be randomized.
At this phase, though, it was just the terrain that was constructed at random. A number of terrain prefabs had variable puzzle-piece end-points that would be snapped together to form the stage. Then, the stage would actually loop infinitely as the player flew over it.
This was a fun project to work on, but ultimately I wound up moving on to other prototype projects . . .
At this phase, though, it was just the terrain that was constructed at random. A number of terrain prefabs had variable puzzle-piece end-points that would be snapped together to form the stage. Then, the stage would actually loop infinitely as the player flew over it.
This was a fun project to work on, but ultimately I wound up moving on to other prototype projects . . .