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Steel Seraph- An original game inspired by The Guardian Legend

Started by deepshock, December 09, 2014, 08:50:23 AM

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C-Dawg

Are these still the placeholder graphics, or is this intended to be the final version?  They look quite rough, still.

deepshock

Which assets do you think need the most work? I'll look into some good ways to improve them.

Also, this is intended to be a demo of the first major segment of the game, plus some concepts that will appear in future segments. There's still a good year or two left before I complete the game itself. Anything I need to do to make things look less rough will be done over the course of the development time.

Thanks for the question.  :bluelander:
Steel Seraph developer.

www.facebook.com/steelseraph
www.twitter.com/steelseraphgame

C-Dawg

Sure, man!

Well, the main character and enemy sprits are fine, I think they get the job done. 

It's the background graphics, HUD, and Subscreen that I'd focus most of my work on if I was doing just one thing.  Like, just take a look at NES-era subscreens to see what I mean.  Different areas are usually put into nice little boxes or otherwise organized somehow.  More like a web site, less like a spreadsheet, ya know?  The background tiles just somehow seem... flat.  It's kind of like Earthbound's graphics, only it contrasts with your sprites. 

I dunno, you need to think about what your artistic vision is and implement that, ya know?

deepshock

I'll definitely talk to the artist doing my tiles (I don't handle the art myself) about making them less 'flat' and less clashy with my sprites, while still maintaining a 16-bit appearance. I'll see what I can do about an artistic vision while I talk to the people about what kind of consensus we can reach. It's up to me to take what they create and give it the treatment it needs, while they make things work well with each other. :)

I totally understand what you mean about the tiles and after the first demo and the talk I have with the artists, I'll commission some new assets with the goal being making the background and the sprites work together better (while being more vibrant).

Thanks again. :)

Edit: There will be another demo later this year with wildly improved background and subscreen assets, which will be focused on one or two "dungeonesque" segments of a type not yet seen in this game. In the meantime I'll keep on developing the game and making it better day by day.
Steel Seraph developer.

www.facebook.com/steelseraph
www.twitter.com/steelseraphgame

deepshock

The first official public demo is here. Between now and the next one, I'll commission some fresh city sprites.

http://jordan.realism.is/Steel%20Seraph/Main/SteelSeraph-PublicDemo.zip

Here's the relevant facebook page, in its infancy. I'll add more to it over the weekend.

http://www.facebook.com/steelseraph
Steel Seraph developer.

www.facebook.com/steelseraph
www.twitter.com/steelseraphgame

deepshock

Patched versions (and by extension the official hosting areas of Steel Seraph) are at gamejolt and itch.io.

http://gamejolt.com/games/steel-seraph-1st-public-demo/89348
http://deepshock.itch.io/steel-seraph-1st-public-demo

- Fixed a problem with Kirin surviving the destruction of all of its guns/not taking any more damage
- Realigned some of the text in the pause menu.
Steel Seraph developer.

www.facebook.com/steelseraph
www.twitter.com/steelseraphgame

C-Dawg



I didn't like your concept art, so I tooled around in MS Paint for five minutes.

Dem tactical high-heels!


deepshock

70s Cartoon Seraphine best Seraphine.

I could picture Miria and Seraphine in some sort of "walking tall" pose with Hera City around them in that style, with the Landers looking like cartoon mascots.

THE ADVENTURES OF MIRI AND SERA

(AND THEIR FRIENDS BLUE AND RED!  :bluelander: :redlander:)

Coming to you only on CBS Cartoon Cavalcade after Fat Albert!

(also, do draw this, I'll love you forever. :3)

Edit: To be honest, I don't really see her suit as having high heels without a very good, demonstrable reason. If I could draw better than I could, I'd give her relatively flat ones. I never thought of her having rocket boots, I figured the propulsion would be in the back portion itself.
Steel Seraph developer.

www.facebook.com/steelseraph
www.twitter.com/steelseraphgame

deepshock

The plan for overworld movement is as follows: Portions of the city where the player has a reason to be (optional item rewards/bosses or main story content) will be segmented based on how many objectives are close to each other in the city. Things close to each other (within the same 10 screens or so) will be connected, whereas faraway segments will be accessible via flight paths (with some optional ground paths that will be have a different reward). Flying to an area you haven't cleared will lead to an air stage w/combat. Flight to an area you have cleared will be fast travel.

You'll be able to fly to and from any segment you've already opened up from anywhere you are in the map. Flight paths will be named by the segments they go between.

The idea here is to minimize "filler" travel between areas, and allow the player to get to the action or walk around as desired.

There will be optional ground paths in most areas where there would be flight paths (available after clearing the initial flight path). These will have optional bosses with equipment rewards and extra points for raising your shield maximum.
Steel Seraph developer.

www.facebook.com/steelseraph
www.twitter.com/steelseraphgame

deepshock

I've posted a new video showing off dialogue revisions and content additions since the Hal-Con demo, including some recently added changes to the Drone and CJ-Bat.

https://www.youtube.com/watch?v=lLuvbWHadAA

CJ-Bat doesn't hit multiple times per swing (this change was made because when it did, it was the best DPS AND overall damage weapon, overtaking all other weapons in every way but range, and rendering other weapons obsolete entirely).

Drones have 600 health instead of 400, regeneration, and a far smaller hurtbox. They can survive now!

The "Tenacity" demo is a new stage demo (early-game, but a fair bit later than "Fidelity", which captured the start of the game.)

Planned work:

- Optimization
- General polish
- Composing modern versions of tracks that currently don't have them, new tracks for future content.
Steel Seraph developer.

www.facebook.com/steelseraph
www.twitter.com/steelseraphgame

deepshock

Here are the first few bits of the upcoming new sprite.

http://puu.sh/lFB8H/48ceb91d91.gif
Steel Seraph developer.

www.facebook.com/steelseraph
www.twitter.com/steelseraphgame


deepshock

The game has been updated in full.

http://deepshock.itch.io/steel-seraph

http://gamejolt.com/games/steel-seraph-final-demo/89348

Facebook page

Also, I have a twitter. twitter.com/steelseraphgame

Expect screenshots and videos aplenty over the month of march.
Steel Seraph developer.

www.facebook.com/steelseraph
www.twitter.com/steelseraphgame

deepshock

Steel Seraph developer.

www.facebook.com/steelseraph
www.twitter.com/steelseraphgame