Tuesday, August 21, 2018

Progress of Blazing Mobian Masters

A fanmade S***c game I've been developing ever since two years ago with Game Maker Studio. It was originally planned to be a remake of S**** Runners which was discontinued two years ago but in the end, it is a whole lot different. The only thing that fulfilled that original plan was the Endless Mode but that's not the only game modes I implemented so far. The other modes include Arcade Mode and Course Mode.

Arcade Mode

Formerly known as the Intensive Mode, the mode is said to be as intensive as possible while making things not too difficult. Each Episodic Act is planned to have 8 bosses so the mode is more like the Boss Rush Mode than the Arcade Mode. The proper Arcade Mode for this is to have those enemies and r***s approaching before the boss appears after a period of time but this implementation is done on Endless and Course Modes.
There are super attacks that do or do not involve Wi**s at all depending on the characters and the Instant Kill attacks require the maximum of 200 Wi** points. There's also the Overdrive feature. To increase the W**p points, simply collect sufficient amount of r**gs and to increase the Overdrive points, simply hit the enemies.

Course Mode

An experimental game mode that mashes things up according to the sources.

Endless Mode

This is one difficult feat for me but I did manage to find some game for reference although the implementation isn't that good. The patterns of r***s are implemented in proper ways and so are the patterns of enemies but to implement the platforming is a total pain. Instead, I went for Jetpack Joyride style concept for Endless Mode gameplay in which there's no platforming whatsoever. You just need to collect the items and take out the enemies while avoiding enemy attacks and other enemy obstacles. Needless to say, other things like the Large Passthrough R***s, Spikes and even Springs are not implemented at all. Bosses appear after a period of time and after defeating them, things return to normal again but what I didn't implement is the speed increase of the objects and backgrounds just like in the S**** Runners. Unlike the other modes, the W**p attacks are not available.

Versus Mode

Game session check and implementation were new challenges for me. It's to see if there are two players entering the game session which make something equal to 2. If the number of players is 1 for starting the game session, it's essentially the Single Player session but anyone joining in will activate the Versus Mode session. At the end of the match, if one of the player wins and the session knows that they have not gone to whatever game mode, they will be in Mode Select screen. Otherwise, they will go back to whichever mode they come from. I might have tested the former condition but not the other as of this writing.
Supposedly, the mode is planned to be like the Endless Mode but then, I didn't have sufficient ideas. Maybe, this is one of the game modes that may flop or something in people's opinion.

Cast

So far, there are six playable characters with additional two planned but I couldn't find the portraits for the additional two characters. Plus, the characters' names are planned to be deconstructed as I've had enough of the laughing stock and toxic state of the S**** franchise. What made it a laughing stock was the fact that it was notorious for having the games with most negative reception according to the Wikipedia list and it looks like there were two games from this franchise in that list so far, one that is S**** 06 and the other is S**** B*** for Wii U. There may be people that tend to defend the abomination but there's no way to know if the defense is real or not. Also, we had already moved on to other things but somehow, we even had the guts to come back to this franchise for whatever reason we had. In fact, there was even a criminal case that occurred back in December 4 years ago over S**** B***, probably because of the fact that the titular character's arms were blue although that game was more or less a spinoff kind or something and its sequel for 3DS only was okay enough. The cartoon show of the same name is said to be good or something. Well, just because of one particular fact that someone didn't like, it didn't mean that he could go out to various stores and ruin the product displays like that. As a result, he was already banned for causing public troubles there but again, he denied the fact and then played victim like he pushed the blame to the store employees and manager like an immature person. This is how things became too toxic and that's not the state of the S***c franchise I wanted but I found the S***c franchise to be a serious mistake. To find the mature portion of the fanbase is a bigger challenge but some of the fans had become the professional indie game developers like Stealth, Taxman, Tee Lopes, etc.

Assets

It consists of the ones I did using Inkscape as well as the resources taken from The Spriters Resource & The Sounds Resource websites. It's okay to use the resources from those sites for whatever project of yours as long as you don't profit it whatsoever. Plus, I think it cannot be commercialized and published to the app stores. For whatever content you've taken from those two sites, crediting is mostly required. There are other sound effect sources I used as well like those from freesfx.co.uk & various Japanese sound effect sources. Indeed, there are non-Japanese indie game developers who use those music and sound effects from various Japanese sources like Dova Syndrome, Musmus, etc. and Muse Dash is one of those games made by the non-Japanese indie game developers. Lastly, the music consists of my arrangements while the Game Over track is taken from Pocket-Se website.

Note that many of the stuffs I put in are mostly unoriginal so citing references is a must. As of this time, I still have yet to complete Act 3 for Arcade Mode, make two additional characters playable and make a complete stage background set. Development still continues.