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Medieval Food Fight!
#1
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Some you may be familiar with the topic that I created a while ago with the food characters. It has finally made its way into production.

What is Medieval Food Fight?
Medieval Food Fight is a 2D fighting game that consists of actual items of food (Hotdog, Hamburger, Apple, etc.) fighting in medieval attire. Each “food fighter” will have a medieval theme (Knight, Blacksmith, Jester, Peasant, etc.) and dress as such!
The game will consist of 8 characters ready to play from the start, and 4 unlockable characters, creating a total of 12 characters. There will be 6 stages to choose from that start, and 2 unlockable, creating a total of 8 stages.
The goal of the game is to be a fun-filled game that any person, no matter what age, can play the game, and have fun. The game is not meant to have over the top button combos like most fighting games, (Street Fight, MvC, Tekken) but is meant to be simplified (Like Smash Brothers as an example) so that anyone can be good at it.
This game will be created for the Xbox Live Indie Games (XBLIG) and is aiming for a Q3-Q4 2013 release.


Characters:

Movesets: TBA

Character Checklist:
Stages: TBA

Most recent Version: Click Here
(You will need an Xbox 360 controller connected to your computer to play. It is intended for the 360, so that shouldn't be a surprise.)
*This demo has an older version of Hamburger Knight with older/unfinished animations.

Want to help?

Obviously, it is difficult to make a game alone. Is if anyone has interest in helping out, even with the smallest tasks, feel free to jump on board! If you want to join I only ask for your best, because that is what I will give you. I know each and every one of us have our own lives outside of here, but I ask that you do everything with excellence; because if this game is done well, I want to try to get it published, meaning that would get your name out there as well as mine! Everyone that helps will get credit where credit is due. If you would like to join, please, don’t be shy. Any help towards the game’s completion is forward momentum.

Current Artist: Natis, SmithyGCN
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#2
Looks pretty cool, I might try it if I had a 360 controller. Hope you can get some people to help!
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#3
I'm pretty sure I heard something about Microsoft planning to shut down the Indie part of Xbox Live ( http://news.softpedia.com/news/Rumor-Mil...5754.shtml ). It's probably nothing that's gonna happen very soon, but atleast something to take into concern when starting a project.

Anyways, I like the concept Big Grin! The name really grabbed my attention!
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#4
Yeah, unfortunately, Microsoft is going to stop with the XNA, which is the language that the indie games are made in. So the future of XBLIG is unclear, hopefully they won't shut it down. Luckily, this does go into affect until April 1st, 2014, so that will give some time to push out a game with time to spare!
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#5
(02-19-2013, 02:22 PM)Natis Wrote: Yeah, unfortunately, Microsoft is going to stop with the XNA, which is the language that the indie games are made in. So the future of XBLIG is unclear, hopefully they won't shut it down. Luckily, this does go into affect until April 1st, 2014, so that will give some time to push out a game with time to spare!
Oh, well in that case I hope you'll be able to finish it in time! It looks like something fun to play on my otherwise pretty unused xbox Big Grin
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#6
I heard they already stopped developing XNA but you can still produce game using it. Its just unclear if it will work for the next xbox. Anyways, i would've loved to try out the game buuut i don't have the connector thing you need to use an xbox controller on a computer =/. Maybe you can add in keyboard input for now until its actually finished?
Animations - MFGG TKO (scrapped) - tFR
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Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#7
I'd advise swapping over to monogame, its essentially a fan continuation of XNA to run on multiple platforms, I moved my latest projects over to it, it doesn't take much, a few references changed and some changes to spritebatch calls.
Its still being developed and to my knowledge is open source, so if you would like to expand it yourself you can.
its also been designed for developing android, IOS, Mac and Linux games, this in mind it does mean OpenGL is run instead of D3D, but this is good as in many cases OpenGL can be faster than D3D and as already stated runs on other platforms.
the swap over is seamless for the most part with the exception of no content processor (but you can use Texture2D.FromStream and SoundEffect.FromStream which in many cases can prove themselves more efficient than the content processor anyway)
I'd advice to handle this problem for you make an AssetManager, which keeps assets like textures and sounds in dictionaries which keep their file paths, so if the file is already loaded it will instead return the already loaded asset, its what I do and it works fairly nicely.
Thanked by: Natis, Phaze
#8
Yeah, I've been talking to my programmer and MonoGame has come up many times. I told him that since he was programming he could use whatever engine he thought was best. He said that he might want to use Unity because that way we could publish the game on a different platform if the XBLIG goes down or doesn't work out. Of course that would require me to do some looking around for what company would actually let me publish a game on their console.
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#9
XBLIG doesn't reach many customers anyway, very few games have done well on there and even fewer can be considered a success.
As far as who would take your game, there are 3 options, PC, the obvious one. Mobile devices, good for fairly untasking games in terms of performance. Nintendo, to my knowledge Nintendo have an indie development program but their very strict with quality control, this keeps them from getting some of the junk XBLIG got which made it so poor.
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#10
That is true, the majority of games don't do well because the are crappy/minecraft ripoff games.
I would like to get it on the Wii U, because I believe that the "cartoony" style matches well with Nintendo the most. XBLIG was just a good option because it's not really expensive (but who can put a price on a dream anyway. Tongue) and it was a self-publishing thing because I don't want to publish under another company and loose the rights to all of my characters.

Also, forgot to meant that SmithGCN has been helping me out with the sprites/animation for the game! Added that at the bottom of the first post.
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#11
well I'd say start out by releasing for PC, there are a massive amount of places where you can publish your game for publicity (Steam Greenlight for example, which also has the advantage of getting your game on steam if it goes well)
your next target if your game did not do well enough to fund a stronger project should be mobile platforms, I'd argue against aiming for nintendo because as I said they have quite a strict quality control policy and unless you already have the publicity to prove your games worth your not likely to get by this easy.
Its appealing to aim for bigger but it will lead to discomfort in your working, you'll be shoved into crunch times far too often and it may reflect in your works.
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