Plymouth Entertainment - SOL [GHOST GUNNER - OUT NOW!]

Ah, I see it now XD thanks for clarifying

THOUGHTFUL SOL SUNDAY - #004

In case you didn’t notice, I’ve been working on trying to get music to work with the game (it’s surprisingly difficult!), and I’ve got a simple music-progression system working. It’s not random music, as originally thought of, but it’s functional. I’m planning to start making it so the sound fades in and out when transitioning levels. This is the first step for the sound and music design for Sol. The music that it currently has is for the ambience of the game, and is royalty free music (that can be commercially used) and will be the setting tone. I’m also currently asking others, if they can, to pitch in with their music skills for some ambient tones as well, and will be credited appropriately.

The current ambient tones are:

  1. Grace by Hayden Folker
  2. Fernweh by Myuu
  3. Intervention by Scott Buckley
  4. Among Us by Myuu
  5. Kindness and Resonance by Naoya Sakamata

There will be more pieces, including my own, in the game. These pieces are mostly for the tone of the calm gameplay of the game, which is pretty difficult to nail in beepbox. Pieces for boss music, cinematics, fight music, etc. are still going to be used wherever they can be.

That’s all I have for this TTS, so thanks for tuning in! More updates, especially on the sound and music for Sol, will be coming up!

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NEW SOL PRODUCTION UPDATE - AIR DASH AND MORE!

I finally got to installing the air dash feature! It has a few kinks, sometimes not responsive when you hit the movement keys while air dashing, and will act as a normal jump. However, the dash, particles, and screen shake attached to it seem to be very functional. I also managed to make a functional cool down bar in the top right corner. The air dash is mainly going to function as a mobility mechanic, to either run towards or away from enemies quickly. I’m also thinking about adding defensive mechanics as well.

Along with the air dash, the music swapping system is finished up now. Though I notice that the music could actually be a little annoying if you go through levels/sections quickly, so I’ll have to design some pacing for the music and levels when actually developing the demo (summer 2021) and game itself (sometime 2023).

More updates to come. Stay tuned!

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Alright, I’m starting work on the menu and settings, so you can expect to start seeing some progress on music/sound settings, graphics (mainly particle) settings, and difficulty settings. Right now, the difficulty setting concept is that if you choose are above-base difficulty, enemies will have a shield, making it so you need to hit them more before you can actually take them out.

Currently, the menu is just a flashy start screen with a rotating gear that is before the actual menu. More features will be coming soon.

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SOL UPDATE - MENU IN THE WORKS

This is the current layout of the Sol menu screen. Right now, it’s just the play button, but there’s a decent amount of inner working going on. Let’s just say, just right now, a LOT of alpha behaviors XD

I’ve also added another layer of filter for the camera, a “vignette” to add a much more darker tone as you can see in the image above, that is much more prominent during gameplay.

Along with this, I’ve improved the current health bar, also now with alpha, to give a living feel to it.

Anyways, as always, can’t wait to start revealing this to you guys. I’m starting to near proper production, which only a few more base things left to do for Sol. I’m expecting level design to be in production in the next couple of months. Stay tuned!..

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That menu looks incredible! I also love the art but I think it’s just a bit too dark. Still, though, the layout and everything looks so good!

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Thank you @Greggo! Yeah, I’m thinking that, too. I might make it so you could possibly tone it down in the graphics, when and if I can. Thanks for the suggestion!

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@rcreger logged in as my dev account, so could you message my sprite’s images to this account when you are done?

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NEW COMMUNITY MILESTONE CROSSED!

As of right now, this thread holds 500 comments, over 1.0k likes ( :open_mouth: ), and 3.3k views! That’s absolutely CRAZY, and to think I started this in September, and by the end of December we’ve managed to reach these numbers! Never before I would have thought to reach even close to 1.0k likes, and half the replies of one of my other biggest threads, Bored Reviews (which is still closed).

This would not be possible without you guys, absolutely astounding. Fist bump, y’all :fist_right:t2: :boom: :fist_left:t2:

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Congratulations, @rcreger! =D

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This is here is some concept are for the melee enemy type whose animation I showed earlier, a stress bot, as you can see. It has two planned attacks/actions in the future:

  1. Regular punch
  2. Jump w/ slam

I’ll reveal the other concepts after more artwork and development on them come into view.

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That’s a really cool concept! Does the gauge on it affect its attacks?

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Not that I’ve come up with - but it’d be a cool detail! I think it’d be neat to make it so it could be an indicator when it’s about to attack, and also a cool down for the enemy. I like that idea:D

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Oooo that’d be really cool!

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NEW, LATE SOL DEVELOPMENT UPDATE!!! - NEW MECHANIC

New update with Sol! There is now a new mechanic where if you kill three enemies/an enemy equivalent to three points, you are able to “revive” your the character! Along with this, I’ve added some much needed particles for the enemies, which currently consists of various sized flying gears. But, that’s not all! I’ve also managed to created a health substance object, other than the revive energy, that you’ll be able to find lying around in levels to help you out (especially for the more difficult ones ;D). Also fixed an annoying screen shake bug that has been on my tail for a few days.

That’s all of the updates I’ve got for now, before having another work-spree this week :grimacing: Thanks for tuning in! More updates to come, for sure!

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"Sadness, grows.
Weeds in a garden.
Yank, pull, no success.
Hunger prevails.

Forever, the frost clouds.
Forever, the choking air.
No escape.
No escape.

Roots of despair.
At the bottom.
Home without you.
You without a home.

Ticking. Ticking.
No more time.
What is time?
Tis not mine.

Red book cover.
Soot, black, on ground.
Metal shields.
Cold, their hearts yield.

Success withdrawn.
No more sleep.
No more dreams.
No more peace.

What is time?
Tis not mine.
No escape.
No escape?"

– Excerpt from The Question by Howard Munche

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NEW SOL SONG RELEASE
NOT FOR FREE USE

This song is possible for updating. This is a piece I’m thinking about implementing as a boss song, or a cinematic. Take a listen:)

“Problematic” (PLYMOUTH EXCLUSIVE; Theme; Boss; Epic)

PLYMOUTH ENTERTAINMENT

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The song sounds great! I’m actually using Beepbox to make my game’s soundtrack too. Also interesting excerpt. Makes me wonder how it relates to Sol.

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@Greggo I didn’t even know about Beepbox till recently, EXTREMELY useful for newbies.

Also, the excerpt is made by me, so it relates in various ways XD

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HAPPY NEW YEAR FROM PLYMOUTH ENTERTAINMENT!

BEFORE YOU READ: look up Max Payne and just listen to a little clip of his voice (if you don’t know it). You must read it in that voice. It’s required.

ALSO, WARNING: censored mild language

'2020… The villainous entity, looming like a gnat annoying tapping the back of your neck. You swat it away, only to bring more troubles with you. Only passing in a new, cooler room will get rid of the sucking beasts. They will persist, but we will persist harder. No gnat shall be able to be powerful enough to stop us together. In strength in numbers, together, we shall create the ultimate bug spray. A poison, strong enough to wipe it’s whole kind away. The flutter of the wings hum to their death, and once silence falls, we’ll know it’s over. No shots fired.

The stench of their bodies fill the room. The clean up will take a while. Get a broom, sure. But we don’t got a dust pan. We forgot to bring on from 2019, left us unprepared. We will prepare, though. If it’s last thing we do. All I can do is hope the stupidity of this kind is not as overwhelming as the smell of sauerkraut. Always hated sauerkraut. Stupid word. Always forget how to spell it. If I could, I’d send a bullet through the man who made that word up. He probably was a d**k anyways.

This world is falling apart, one way or another. The leaders of this world. “In the land of the blind, the one-eyed man is king”. Heh. Funny. When this year is over, the change won’t stop. But the end of this d*mn year gives us hope. So, let us count.

"They were all dead. The final gunshot was an exclamation mark for everything that had led up to this point. I released my finger from the trigger.

And then it was over."’

– Max Payne (probably)

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