Rez+Cue - the result of a 54 hour Game Jam
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- EccentricDuck
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Rez+Cue - the result of a 54 hour Game Jam
I wanted to show off pictures of my new baby created over the weekend. It's the product of a team 6 and their passion, talent, hard work, and copious intake of caffeine. I bring to you Rez+Cue:
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Re: Rez+Cue - the result of a 54 hour Game Jam
Wow. This is great stuff. The artwork looks incredible. Although it is primitive, these impulse dev-a-thon products tend to be the things that create legends! Keep it up and I will stay posted to this thread.
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Computer Programmer, Graphic Artist
Email: parkesrjames@gmail.com
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Portfolio: http://james.parkesnet.org
- EccentricDuck
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Re: Rez+Cue - the result of a 54 hour Game Jam
Thanks! We had an amazing artist with a background in illustration and another art-savvy programmer who whipped up the spritesheets, music, and sfx.
We have a level-builder tool that reads in notepad files and builds the levels tile by tile from them. Our designer would build levels (and wound up building 9 of them before stopping and going back to concept/tile-sprite work) and they'd be playable instantly in the engine (unless there were new tile types, in which case I'd spend 5 minutes getting those put in and it'd be ready).
It handles tile/sprite collisions, animation, multiple parallax layers, physics, coop play, basic triggers, basic enemies, screen scrolling that takes both characters into account, indicator arrows showing the direction of Rez or Cue when he's more than slightly off-screen, sfx, grabbing/throwing mechanics (though they're glitchy as hell at the moment and need to be remedied with the existing physics system), controller and keyboard input, and I'm sure other stuff which I forgot to mention.
We worked our asses off - I was proud of my team
We have a level-builder tool that reads in notepad files and builds the levels tile by tile from them. Our designer would build levels (and wound up building 9 of them before stopping and going back to concept/tile-sprite work) and they'd be playable instantly in the engine (unless there were new tile types, in which case I'd spend 5 minutes getting those put in and it'd be ready).
It handles tile/sprite collisions, animation, multiple parallax layers, physics, coop play, basic triggers, basic enemies, screen scrolling that takes both characters into account, indicator arrows showing the direction of Rez or Cue when he's more than slightly off-screen, sfx, grabbing/throwing mechanics (though they're glitchy as hell at the moment and need to be remedied with the existing physics system), controller and keyboard input, and I'm sure other stuff which I forgot to mention.
We worked our asses off - I was proud of my team
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Re: Rez+Cue - the result of a 54 hour Game Jam
This is wicked awesome. Solid base for a great game.
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Re: Rez+Cue - the result of a 54 hour Game Jam
Hmm, nice work guys, it looks like you did something like knuckles chaotix! great job!
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Re: Rez+Cue - the result of a 54 hour Game Jam
That looks really interesting, wouldn't mind getting a chance to play that. Keep us updated as you go!
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Re: Rez+Cue - the result of a 54 hour Game Jam
I was looking over the screens and concepts posted earlier and was curious if the larger character had some sort of jetpack as part of his back? It sort of looks like a jetpack to me . Also, is one of the premier features of the game the throwing mechanic because I could see some really cool things happening with that!
James Parkes
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Re: Rez+Cue - the result of a 54 hour Game Jam
That's awesome, really like the character art. EDuck is back wooo
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Re: Rez+Cue - the result of a 54 hour Game Jam
Yep and yep.JamesParkes wrote:I was looking over the screens and concepts posted earlier and was curious if the larger character had some sort of jetpack as part of his back? It sort of looks like a jetpack to me . Also, is one of the premier features of the game the throwing mechanic because I could see some really cool things happening with that!
I thought the jetpack feature made a lot of sense since the big character, Cue, is capable of hovering in mid-air for a few seconds while preparing to throw Rez. There's the same effect with Rez when he grabs Cue, though we may use two "grappling hooks" to help explain that mechanic - one for grabbing Cue from far away and one for grappling onto tiles.
Throw mechanics are going to be central to the level design of our game. We're building levels around the premise that these two bots, Rez and Cue are rescue bots and need to use each other to navigate puzzles and terrain.
And I most definitely am back - after a hiatus from making games I'm ready to jump back in and kick some ass
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Re: Rez+Cue - the result of a 54 hour Game Jam
well the stuff looks great. i like the name Rez+Cue ... it makes me think of my favorite game of all-time, Banjo-Kazooie. Now that was a dynamic duo!
James Parkes
Computer Programmer, Graphic Artist
Email: parkesrjames@gmail.com
Twitter: http://www.twitter.com/parkesrjames
Facebook: http://www.facebook.com/parkesrjames
Portfolio: http://james.parkesnet.org
Computer Programmer, Graphic Artist
Email: parkesrjames@gmail.com
Twitter: http://www.twitter.com/parkesrjames
Facebook: http://www.facebook.com/parkesrjames
Portfolio: http://james.parkesnet.org