New Side-Scrolling Shooter Project

Hello Blender Artists fans and loyals. It’s been years since I’ve been to this forum and posted anything. As a young lad over ten years ago, Blender (and Elysium at the time) was my focus. A career, kids, and just life have occupied most of my time since then, but Blender has always been a part of my life to some extent. After a very gruesome catch-up, I was able to get back in and give all the new rendering parts a go. The cycles engine is a beast (and the real-time rendering crashed my laptop several times) and the node material system took some research to get accustomed to. Boy do I miss the old layered materials of the blender 2.2x days, but an old dog has to learn new tricks at some point. Kudos to those who have been able to stick with it for as long as I’ve been missing.

So, one of the ways that Blender has been a part of my life is my dives into creating video games. Back in the day, I wanted to develop an entire game using the BGE, of course back then it still hadn’t scratched the surface of shaders, and was convinced that it was the future. Since then, I’ve been a part of a few indie titles (mostly from the “running a business side”) and even ported a copy of Frozen Bubble to the iPad (I took it down since the updates to iOS made browser games run incredibly slow, even with CSS hardware acceleration). Now I’m back into game development but this time with a helluva lot more experience that only time gives you. While I’ve abandoned using BGE for game development (almost, I’m planning on redoing Frozen Bubble in Blender), I’m still a diehard Blender fan and am making it a standard in my new studio for modeling and rendering. One of the projects I’m working on is a side-scrolling shooter game, that takes you back to those old school Contra/Super C/Mega Slug days where the only way to beat the game was either a cheat code or to never die. While the gameplay is similar, we’re changing things up for the platforms we’re targeting (mobile, PC, console in that order). We’re adding full 3D environments (confined to a 2D plane of course), great sound, music, animations, and graphics. Hopefully, we can add voice over work, but financing is a constraint to that idea.

So, I’m here to do a couple of things: First, I want to introduce you guys/gals to the game my team (consisting of my brothers and some great artists and programmers around the world) are developing: GunnIt. Second, I want to ask for your feedback, criticism, and support for the project.

First, the game. Like I said earlier, GunnIt is a 2.5D side-scrolling shooter, based in the 22nd century. In gameplay, you control one of four characters: the leader, a tank class character, a technology specialist, and a medic. Each character has their own advantages on their own, but with cooperative gameplay, the game really shines. For example, the leader has the ability to call for air strikes as long as you’re on Earth and outdoors. The tank character is more than a bullet shield, he can also control large enemy weapons left on the stage and control explosives. The tech specialist can deploy a stationary turret or a small drone that shoots nearby enemies. The medic has the ability to heal himself over time, something the other characters can’t do. When pairing the characters together, interesting things can happen. For instance, pairing the lead with the tech specialist allows the leader to call airstrikes on an alien planet. Pairing the medic with any other character allows the medic to heal not only himself, but also his teammates. While this game is short (it only has four levels), its replayability comes with the difficulty, increasing when using power ups and coop play. The game takes place across four stages: a war-torn Earth mega city, an arctic enemy factory and base, an alien spaceship, and the aliens’ home planet, each in full 3D with their own unique environmental dangers. But enough talking, let me show you some concept art.

First up, box art. This is a WIP (it’s missing our heroes) that was used for our Kickstarter campaign. Big thanks to Albin and yoji from blendswap for the base model for the menacing robot. This isn’t a robot that will make its way into the game, but it will be similar.

Second, our heroes. From left to right we have the leader, the tank, the medic, and tech in their default outfits.

And in their alternative outfits.

A couple of the robot concepts

Some of the alien/robotic tech

https://s3-us-west-1.amazonaws.com/fourbrothersinteractive.com/images/alien_equipment.png

And finally, a very rough draft of the gameplay mockup.

Now that you’ve seen where the game is headed, this is where I ask for your support. Currently, we’ve started a Kickstarter campaign to raise awareness of what we’re doing and to help raise a little cash to finish up on the game. While we’re offering several goodies in the campaign, we’re needing feedback before we take this further. You can also help support us by simply telling your friends, family, and loved ones about the game.

Your support is humbly appreciated and I’ll be available to answer any questions you may have about the game or the development studio, Four Brothers Interactive. I can’t wait to read what you guys think. Thanks in advance for taking a look.

Link to our Kickstarter: http://goo.gl/SDxT87

Thanks,
–Yeshua

Update 1: Added a concept of part of the first stage.

wow the concept looks elefantastic! good luck!

Thank you. Our artists have been working hard on the concept art. We’re nearing the end of the concept phase and heading into pre-production.

I can write this type of game in my sleep,

Do you need any help?

Are you going to be using mouse controls ?

Pick up weapons?

I would suggest separating your walk animation direction from you controls and having the player face the mouse reticle,

is this more of a RPG or a Run and Gun?

Who is your coder?

Wang Xing was our programmer, but other work that paid better has taken his priority recently. Didn’t really matter before since we were still in concept phase but now that we’re heading out of it, we’re feeling it. The game is on the Unity platform, so C# programming skills are needed.

The game is side-scrolling and will only change out of that view during cut scenes. This is a true run and gun, but their are weapon upgrades that are acquired during the gameplay, and in-app purchases for some upgrades (only for mobile and console though).

We haven’t worked out the controls for PC yet. We’re targeting mobile first, so coming up with mobile controls that make sense are priority. A mouse will probably be enabled for aiming, but it will probably match the analog controls on the gamepad.

so you are using blender in your workflow somewhere?

Yes, we use it for modeling and animation states, UV unwrapping and painting, and level design. We also use it for rendering textures. The box art at the top was rendered in Blender and composited in Photoshop.

well, you can sell bge games non gpl if you link to the external blend using the blenderplayer to open a launcher .blend

if your using sprites, and 2.5 D, then the bge could do this.

I have most or what you would need coded already.

why unity for the pc version?

Also, why not use BDX for the android version?

The primary reason we’re using Unity is its cross platform capabilities. Unity is one of the few engines available for almost every platform including consoles, something BGE would need extensive reworking to make work and license wise could never be available due to NDAs for the consoles. Also, the availability of C# and Unity developers, tons of example code, and templates available for Unity that’s not available for BGE = higher pool of coders, lower learning curve, and reduced development time. Basically, it’s not cheaper to use BGE for development (even at $0 license costs) if you have to develop everything from scratch anyway. While it’s noble to put such effort into enhancing the BGE, it won’t help pay the bills in the long run. You have to pick your battles and sometimes, not going the open source route is the more financially feasible route. BGE is one of the few projects in open source that’s not being driven by commercial needs. Most open source software (enterprise anyway) is updated simply because it’s cheaper to use open source code and develop it than licensing similar software. There’s also the maturity of the software. Unity has had one focus over its lifetime: its engine. The BGE has always been a second thought to the Blender foundation for development. Even though the BGE is as old as Blender itself, the amount of progress in the game engine relative to the render engine has left a somewhat immature product. When we decided on an engine, we looked at several different options including BGE, Unity, Source, Unreal, a slew of smaller engines, and even rolling our own. Ultimately, it was more cost effective to use Unity and be able to target numerous platforms so we can focus on providing the best game experience on each platform more than trying to get the engine to run on the target platform.

Ahhh, Unity. The engine of kings ;). Are you using Unity 5?

Yes. Not much changed from 4 (project file wise) that would make us stick to the older version.

Updated the game mockup concept for the first level.

@ yeshuawatso, love the concept workout! also nice character design great stuff…

Thanks, but I have to give credit for the design and artwork to my two artists Manish and Stremena. These two have been working diligently to bring my scribbles and written and verbal descriptions to life. To get an idea of who did what, if it’s painted, that’s Stremena. If it’s line art, that’s Manish (with the exception of the grayscale robot).

You can check out each one of their prior work if you’re looking for someone to do some artwork for you.

Stremena: http://www.stremena.com/or https://www.behance.net/StremenaTuzsuzova
Manish: http://mydarkday.deviantart.com/gallery/