12-23-2010, 05:39 PM
(This post was last modified: 12-25-2010, 02:20 PM by ThePortalGuru.)
Roarin'
Summary
Essentially, Roarin' is a platformer/brawler set in an unnamed fictional city towards the end of the 1920s. Much of the style is inspired by the Roarin' 20s and the musical genre of electroswing. You play as Giorgio, an private investigator who happens to start the game in the wrong place at the wrong time.
The economy's in bit of a downturn, and jobs are beginning to drop at a harrowing rate. A prominent gang - run by a gypsy, a mysterious masked man in a top hat, and a classy looking gentleman sporting a fedora and a green three-piece suit - has seized this opportunity to hire some new recruits to serve as goons for their criminal operations. Unfortunately, the game starts off in a bar that happens to be getting robbed by said goons. Fisticuffs ensue.
Acrobatics
In some ways, this is a standard platformer. You can run, jump, climb ladders, etc. But there are some ways in which this game differs. I'll elaborate by listing some of the features (taken from the rough design document).
A. Wall Scurrying - While clinging to a wall, the player can temporarily climb a little bit higher
B. Wall Jumping - The player can jump in the opposite direction while against a wall
C. Sliding - The player can slide at any time while running and gain a small speed boost. Sliding can also be used to get underneath narrow crevices
D. Slide Jumping - Jumping out of a slide will retain momentum, as a well as giving a small speed boost
E. Swinging - The wider the swing of the object/rope, the greater the momentum. Depending on where the player jumps off, it can either be a high jump or a low jump
F. Hurdling - If a player is close enough to an enemy or obstacle 3/4 its height or lower, they will hurdle over it, giving the player a boost in speed, while retaining momentum
G. Flipping - Occasionally, when dismounting a swingable object, the character will go into a falling animation, and will be able to control the angle of the character with the left and right arrow keys. Landing a flip accurately will give a small amount of XP to the player. Failure will temporarily stun the player.
H. Tripping - with hurdling, slide jumping, and dashing, there's a slight chance that the player will trip and fall over. The odds of tripping can be reduced as ACROBATICS skill increases.
Combat
Here's a current list of some of the stuff I have down so far in terms of combat:
A=Attack
S=Strong attack
K=Kick
J=Jump
Commas mean the buttons are pressed at separate times.
FISTICUFFS UNDER OVERHAUL
That's about all I have for the time being, but there's still many ideas I've had that still need to be added, like:
-Enemy patterns
-Swordplay and guns
-Moving train brawlin'
-Bosses
I just felt I had to get this down in a permanent location.
Summary
Essentially, Roarin' is a platformer/brawler set in an unnamed fictional city towards the end of the 1920s. Much of the style is inspired by the Roarin' 20s and the musical genre of electroswing. You play as Giorgio, an private investigator who happens to start the game in the wrong place at the wrong time.
The economy's in bit of a downturn, and jobs are beginning to drop at a harrowing rate. A prominent gang - run by a gypsy, a mysterious masked man in a top hat, and a classy looking gentleman sporting a fedora and a green three-piece suit - has seized this opportunity to hire some new recruits to serve as goons for their criminal operations. Unfortunately, the game starts off in a bar that happens to be getting robbed by said goons. Fisticuffs ensue.
Acrobatics
In some ways, this is a standard platformer. You can run, jump, climb ladders, etc. But there are some ways in which this game differs. I'll elaborate by listing some of the features (taken from the rough design document).
A. Wall Scurrying - While clinging to a wall, the player can temporarily climb a little bit higher
B. Wall Jumping - The player can jump in the opposite direction while against a wall
C. Sliding - The player can slide at any time while running and gain a small speed boost. Sliding can also be used to get underneath narrow crevices
D. Slide Jumping - Jumping out of a slide will retain momentum, as a well as giving a small speed boost
E. Swinging - The wider the swing of the object/rope, the greater the momentum. Depending on where the player jumps off, it can either be a high jump or a low jump
F. Hurdling - If a player is close enough to an enemy or obstacle 3/4 its height or lower, they will hurdle over it, giving the player a boost in speed, while retaining momentum
G. Flipping - Occasionally, when dismounting a swingable object, the character will go into a falling animation, and will be able to control the angle of the character with the left and right arrow keys. Landing a flip accurately will give a small amount of XP to the player. Failure will temporarily stun the player.
H. Tripping - with hurdling, slide jumping, and dashing, there's a slight chance that the player will trip and fall over. The odds of tripping can be reduced as ACROBATICS skill increases.
Combat
Here's a current list of some of the stuff I have down so far in terms of combat:
A=Attack
S=Strong attack
K=Kick
J=Jump
Commas mean the buttons are pressed at separate times.
FISTICUFFS UNDER OVERHAUL
That's about all I have for the time being, but there's still many ideas I've had that still need to be added, like:
-Enemy patterns
-Swordplay and guns
-Moving train brawlin'
-Bosses
I just felt I had to get this down in a permanent location.