Insomniac
02-01-2009, 09:54 AM
Presenting Ninja BeatZ
Mark and myself have recently been working together on some game dev related things and not that long ago we had been talking about tackling some smaller projects to gain more exp before going onto a big project. The NAG comp was brought up and I tossed out the idea of some kind of rhythm action game, next thing Mark gave birth to the concept for Ninja BeatZ. We didn't start that long ago and with Christmas and computers crashing has left us very little time so all we have is a small simple demo which we hope you will enjoy and show our vision.
Here's Mark's concept for the game:
The game we are submitting is not the full version of what we have envisioned for Ninja BeatZ. Due to time restraints, we knew we would not be able to finish the game completely for the competition. So what we have planned is just a demo of how the battle will work.
The combat is a rhythm game first, and a fighting game second. The game requires you to push certain buttons according to the rhythm of the beat going. As the beat goes, the characters fight on the screen. The punches and kicks connect on the beats as they happen. Missing the beats, or hitting the wrong buttons, will result in your character either going on the defensive or taking damage.
It is crucial, however, to watch the combat as well as the rhythm, as there will be parts where you can push one of multiple buttons on a certain beat, and depending on the button you push, the fight will go a certain way. Different buttons could cause you to either deal a lot of damage, take damage, or even just back away. Watching the fight and choosing the best attacks at the right time will help you in combat.
The game we are submitting only includes one short fight to a basic beat. It shows enough to see what the combat will feel like. Please offer comments only on the demo. We know the demo is short and we know that that could count against us in the competition, but we would still like to hear what you think about our game so far.
We have planned the following for our game, if we were to carry on working on it:
The beat to change according to how the fight is going. Half beats could come in... complicated beats. “Happy” beats could come in if you were doing well, and more “sad” beats or “scary” beats if you were about to die.
A special attack that could be activated at certain points in each fight. Pushing the flurry button could bring out a fast beat with many buttons to push. Hitting each button on time would be very hard, but could offer great reward for pulling it off.
Many branches off of fights so that each fight could be played out in multiple different ways.
A basic plat-former and a story that the player would play between fights. When the player approached an enemy the fight would start.
In the platforming section, platforms would go according to rhythm on the stage.
A single difficulty. This difficulty would start of easy, and as the game went on, fights would become very hard. The final bosses would be on a difficulty similar to what you could expect to find on some of the expert songs in the Guitar Hero series.
Here's a screenshot:
http://img224.imageshack.us/img224/9473/ninjabeatzscreen2rg3.jpg (http://imageshack.us)
Ready for downloading: link (http://www.quickshare.co.za/files/8iyfrt1e/NinjaBeatZDemo.zip.html) (1.5MB)
We look forward to your feedback.
Mark and myself have recently been working together on some game dev related things and not that long ago we had been talking about tackling some smaller projects to gain more exp before going onto a big project. The NAG comp was brought up and I tossed out the idea of some kind of rhythm action game, next thing Mark gave birth to the concept for Ninja BeatZ. We didn't start that long ago and with Christmas and computers crashing has left us very little time so all we have is a small simple demo which we hope you will enjoy and show our vision.
Here's Mark's concept for the game:
The game we are submitting is not the full version of what we have envisioned for Ninja BeatZ. Due to time restraints, we knew we would not be able to finish the game completely for the competition. So what we have planned is just a demo of how the battle will work.
The combat is a rhythm game first, and a fighting game second. The game requires you to push certain buttons according to the rhythm of the beat going. As the beat goes, the characters fight on the screen. The punches and kicks connect on the beats as they happen. Missing the beats, or hitting the wrong buttons, will result in your character either going on the defensive or taking damage.
It is crucial, however, to watch the combat as well as the rhythm, as there will be parts where you can push one of multiple buttons on a certain beat, and depending on the button you push, the fight will go a certain way. Different buttons could cause you to either deal a lot of damage, take damage, or even just back away. Watching the fight and choosing the best attacks at the right time will help you in combat.
The game we are submitting only includes one short fight to a basic beat. It shows enough to see what the combat will feel like. Please offer comments only on the demo. We know the demo is short and we know that that could count against us in the competition, but we would still like to hear what you think about our game so far.
We have planned the following for our game, if we were to carry on working on it:
The beat to change according to how the fight is going. Half beats could come in... complicated beats. “Happy” beats could come in if you were doing well, and more “sad” beats or “scary” beats if you were about to die.
A special attack that could be activated at certain points in each fight. Pushing the flurry button could bring out a fast beat with many buttons to push. Hitting each button on time would be very hard, but could offer great reward for pulling it off.
Many branches off of fights so that each fight could be played out in multiple different ways.
A basic plat-former and a story that the player would play between fights. When the player approached an enemy the fight would start.
In the platforming section, platforms would go according to rhythm on the stage.
A single difficulty. This difficulty would start of easy, and as the game went on, fights would become very hard. The final bosses would be on a difficulty similar to what you could expect to find on some of the expert songs in the Guitar Hero series.
Here's a screenshot:
http://img224.imageshack.us/img224/9473/ninjabeatzscreen2rg3.jpg (http://imageshack.us)
Ready for downloading: link (http://www.quickshare.co.za/files/8iyfrt1e/NinjaBeatZDemo.zip.html) (1.5MB)
We look forward to your feedback.