It’s week six, followers of the fearsome!
This week it’s a new name and a logo pass! So the Name has been determined to be “Shellrazer”, how neat! We needed something a little quicker to say than nature of the beast that still packed a powerful punch. With a super cool name like this there’ll be no stopping us! This is the first pass at the colours and background so that may still change but one thing’s for sure, Shellrazer is here to slay!
Page 6 of our art documentation was created back when we had the idea of crews in mind. We were playing around with the potential to hire out specialist mercenaries to outfit your turtle with. Although the game has changed since this through regular development these guys here are still fun to check out. So here we have some vampires with steak-zookas and garlic bombs, some dragon-men with cross-hairs on their noses, and some aliens cause everyone loves ray guns. So even though these ideas didn’t end up flying they did get us playing around with different ideas of denizens and abilities and also helped me develop my style further.
So it looks like that wraps up week six everyone! Thanks so much for stopping by and seeing our raucous reptile rip it up! We’ll be sure to see you next week, but until then keep those turtle cannons blazing!
Hello there followers of the fearsome!
It’s our fifth dev-post on our exciting IOS game! This week we’ll be checking out a super-cool weapon design! We ran into our tricky air-born foes quite often and needed a dedicated destroyer stat! So here’s the Shredder! It fires little spinning devices that deploy blades and arc up towards the sky! After playing through our test levels it was noticed that the most fun times were when the player was having to deal with a variety of high and low foes. Making different weapon platforms like these will help add variety to the experience for sure!
Page 5 of our art document takes us to some more ideas we had when coming up with game play elements, that and of course silly hats. Initially we thought that the platforms would be limited by weight and your beast would become more powerful as you progress through the game. We also played around with the idea of having sweet hats that would add bonuses to your destructive experience. These hats here cover everything from goring those guys that get to close, to having an extra shot from a cannon!
Thanks for dropping by and checking up on us! It’s always great to know that there are interested folks that like seeing weekly roundups!
Hey there fearless followers!
Looks like it’s the fourth instalment of the Beastly Dev-Blog! This week we show another tasty mechanic involving napalm peppers! We figured that it would be super neat to be able to feed your beast treats that would immediately effect the battlefield. So here we see that snacking on a spicy pepper can have devastating results that can get rid of those pesky swarming enemies! We’ve also been playing around with the idea of having a kitchen on the turtle’s back that can be feeding the turtle a random assortment of foods to mix up your gaming experience!
Page 4 of our art doc tackles some materials and environmental structures. These bad guys sure are jerks but they need places to live! Most of these buildings won’t be used in the game but they get us thinking about what they could end up looking like. Initially we ran into some problems of our background buildings blending way to much into the gameplay area so we had to use a different process to separate them more which usually is a removal of saturation and a quick bit of blur.
Another week down! We’ve gotten a ton of weapon platforms implemented and are looking into some tuning as well as level creation. We’ve also been playing around with some names as well as strategies to get the most amount of exposure that we can. It’s been a lot of fun and we are just getting started. So until next time, keep those turtle-cannons blazing!
Hey everyone! It’s time again for a weekly dev-blog post!
Looks like this time we’re looking at a mechanic that came along a little later in the development. The turtle charge! initially we found that with a skilled player you could clear a lot of the enemies pretty well and would have a window of downtime that a rampaging turtle could fill! If you feel brave you can hammer down on your turtle and blaze through those levels for big time bonuses!
The third page of out art documentation handles my favourite things in games ever, The enemies! Even though these guys are just rough ideas it really got us thinking about all the cool ways things can be interacting with our player. We got the ptero-bomber in there pretty quickly and soon realized those guys are MEAN! The Battle-Mammoth seemed to resonate with a lot of people visually but is one of the more complex enemies and it could end up being scrapped for simpler set of guys. These are just a sampler of the enemies we’d like to make but they are a ton of fun to draw and we got a lot of good ideas form this sheet.
Another week down! There’s been a lot of development and next week we’ll be showing off some screens of our very cool world map system as well as more zany artwork. Thanks a ton for dropping by everyone and keep those turtle-cannons blazing! (unless you are charging of course).