Online - MegaMan - Smash Bros.
I've always though, you really can't beat these two games when it comes to their action. Both exude a level of platforming action that just can't be topped. That's why I took to making a game that merged a little bit of each into a relatively unique game. Unique in the same way that any other game orgy spawn could be, that is.
What Is It?
Byte Sized Heroes has been a rather personal project I've been wanting to make for some time. It was only until just recently that I'd actually taken the action and effort to start making it, because I finally see myself as being qualified to make the game that I always wanted, even on the hardly existing budget that I have right now. I didn't want to end up putting a lot of work into my dream game if I was going to end up regretting ever making it in the first place. I couldn't let that happen.
BSH is, as said before, an action platformer game. The alpha, to be publicly released soon (although there will be a download the current early pre-prealpha), will only include the online multiplayer of the game, as a demonstration of what I'm capable of making as a developer, a test of my experience as a developer so to speak.
So, what is unique to Byte Sized Heroes?
BSH is, as said before, an action platformer game. The alpha, to be publicly released soon (although there will be a download the current early pre-prealpha), will only include the online multiplayer of the game, as a demonstration of what I'm capable of making as a developer, a test of my experience as a developer so to speak.
So, what is unique to Byte Sized Heroes?
- ~Action Platforming, although looking more like Mega Man, it plays more like Smash. One attack acts as B + directional button in an actual Smash Clone. Two other buttons act as abilities. Movement, attacks, and abilities are unique to each armor; just like a MegaMan game.
- ~Level Design, taking heavy influence from Super Metroid and the almighty Miyamoto-san, Byte Sized Heroes will boast more of an exploration orientated level set up, but also teach the player as they progress.
- Taking inspiration from MegaMan ZX, the level design follows a patten of allowing the player to enter areas for specific boss battles. Although usually only around 3 at a time in ZX, Byte Sized Heroes will host Mini-Bosses (similar, but a bit more complex that MegaMan's) that will act as ACTUAL bosses for entirely separate levels. These areas can be explored and looted at any time by the player.
Boss levels are going to work quite differently than what anyone might be used to. Using a technique I've came up with by merging the level design aesthetics of both Miyamoto (Super Mario) and Inafune (MegaMan), I've come up with a method of mechanical teaching and usage that will empower the player, and make them take full use of every armor in the game.
Basically, instead of a boss battle at the end, the Boss will either introduce themselves at the beginning of the level, or somewhere inbetween. You'll encounter the Boss, but you won't be tasked with defeating them. Around the middle of each level you'll acquire what is called a "CAST" (armor), which will take advantage of the Boss's weaknesses, giving that armor a stronger reason to exist than simply "Okay, let's make this one subtract a bit more health from this boss".
An example case would be, my personal favorite, the Super Sonic Shinobi level.
Super Sonic Shinobi will take place in a level mash up of three things: Sonic the Hedgehog, Shinobi/Ninja Gaiden, and Pinball. The level, fully constructed already, by the way (I really liked this one), will have you jumping up platforms to get through it and entering rooms.
Once you get the armor though, you're suit, having a Homing Dash ability (inspired by Sonic the Hedgehog), will react electronically to the map around you, and you'll bounce back and force on a Pinball board. At this point, you'll easily be able to attack |
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Super Sonic Shinobi, although his flight ability had previously made him unreachable.
The bosses will be quite strong, considering they will exist all the way throughout the level, with as many attack patterns as you'd expect from a typical MegaMan X/Zero/ZX title.
~ Music.
The bosses will be quite strong, considering they will exist all the way throughout the level, with as many attack patterns as you'd expect from a typical MegaMan X/Zero/ZX title.
~ Music.
DDRKirby, having a sound quite similar to that of MegaMan Battle Network, felt like the most fitting composer for the game. their ability to take that style and add a more hardcore dubsteppy affect will give Byte Sized Heroes a good edge, and will fit the tone for the mood of the game.
~ Story
Although I don't want to share too much about the story now (although nearly complete), I can assure you that there will be quite a bit of it. Much like MegaMan, it won't take up a lot of the in-between gameplay time, but it will have more story than an individual MegaMan game. Our hero, Byte, will be who you guide through this journey of warfare and discrimination, all while our young cyborg "ELF" is dealing with his own existential crisis.
~ Multiplayer
Boasting split screen, and online multiplayer. Already functional, and playable! :D Although, some other parts are not so done so far, we've at least got that much, which is important, because I wanted to build an experience like Super Metroid and MegaMan that you could share with a friend via splitscreen co-op. And now, thanks to Nintendo's purty lookin' Switch, I might be able to take full advantage of this functionality. (I am a licensed third party indie dev for Nintendo)
~ Story
Although I don't want to share too much about the story now (although nearly complete), I can assure you that there will be quite a bit of it. Much like MegaMan, it won't take up a lot of the in-between gameplay time, but it will have more story than an individual MegaMan game. Our hero, Byte, will be who you guide through this journey of warfare and discrimination, all while our young cyborg "ELF" is dealing with his own existential crisis.
~ Multiplayer
Boasting split screen, and online multiplayer. Already functional, and playable! :D Although, some other parts are not so done so far, we've at least got that much, which is important, because I wanted to build an experience like Super Metroid and MegaMan that you could share with a friend via splitscreen co-op. And now, thanks to Nintendo's purty lookin' Switch, I might be able to take full advantage of this functionality. (I am a licensed third party indie dev for Nintendo)
That's All Folks!
Yupp, that's pretty much it for now. I wanted to start getting the word out for the game way before the game's Kickstarter is going. The alpha will be done soon, and I'm hoping to get a lot of people together to experience it with me. :)
Also, for anyone who wants to see a little bit of what is in the game so far, you can download the very early alpha, free, from here:
https://drive.google.com/open?id=0B9-WZOG0D6Z2NlVrRjRCLWdkaW8
Also, for anyone who wants to see a little bit of what is in the game so far, you can download the very early alpha, free, from here:
https://drive.google.com/open?id=0B9-WZOG0D6Z2NlVrRjRCLWdkaW8