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Demo The Adventures of Sullivan

Discussion in 'Work in Progress' started by bumpercarstudios, Jan 1, 2019.

  1. bumpercarstudios

    bumpercarstudios Member

    Joined:
    Dec 18, 2018
    Posts:
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    Hi everyone,

    My brother and I have been working on "The Adventures of Sullivan" for over a year now, and thus have created our own development company of sorts. Whether or not we make any money doing this, we have found a passion in game development and will be releasing games to the world as Bumper Car Studios.

    The Adventures of Sullivan is a 2D, side scroller shoot'em up inspired by games like Metal Slug, Mega Man, and Contra.

    Set in a science fiction world, you play as Sullivan, a famous, and now retired bounty hunter known for moon walking while fighting, and defying gravity with fancy double jumps and air slides. Sullivan is forced to pick up his weaponry once more as his loyal companion and best friend, Claude Arthur Thatchmoore (C.A.T. for short) is stolen by the feared and evil cyborg pirate bats!

    Here is a trailer:

    Here is some game play:

    The Adventures of Sullivan consists of 7 levels, with 18 usable weapons, environmental hazards, boss battles, and over 60 completely unique enemies with their own attributes, guns and bullet patterns. While it is best played with mouse and keyboard, using a game pad will be fully supported. A single play through will take anywhere from 2 to 3 hours.

    We both have other jobs, have never coded before, and this is our first time using Game Maker. However it has always been a dream of ours to create games and experiences similar to the ones we have very much been influenced by.

    Thanks for taking the time to check out our project! We will hopefully be releasing in May/June for $5 on Steam, with plans to release on three other digital platforms.

    Find us at https://www.bumpercarstudios.io
     
  2. bumpercarstudios

    bumpercarstudios Member

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  3. Yrbiax

    Yrbiax Member

    Joined:
    Nov 30, 2018
    Posts:
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    Hey, i tried your demo.

    I liked difficulty overall, but snipers were kinda brutal sometimes.
    You could add ability to swap to default weapon. (If i want to preserve ammo or need more range)
     
  4. bumpercarstudios

    bumpercarstudios Member

    Joined:
    Dec 18, 2018
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    Thanks for checking it out! I appreciate the feedback.

    Maybe the sniper bullets are a little too fast =)

    We've been thinking about adding a 'drop gun' feature or something like switching back to your handgun. We're trying to be careful not to overload the player with controls, and we definitely don't want an inventory system etc. as we want to keep an arcade game feel.

    Our drop system is set up so you will most likely find another gun before running out of ammo. Also forcing you to use a wide range of weapons and therefore the player must adjust their tactics based on what's dropping.
     
  5. CMAllen

    CMAllen Member

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    Mar 2, 2017
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    843
    An alternative to reducing the bullet speed is to give snipers a multi-phase shooting mechanic. The first phase is the aiming phase, where it shows a red laser line to indicate where the sniper is aiming. In the second phase, the sniper locks in, stops actively tracking, and the laser flashes to indicate an incoming shot. And then the shooter fires, with a brief delay afterward before returning to the aiming phase again. It keeps the danger of those shots but gives the player an ample amount of warning and time to evade.
     
  6. bumpercarstudios

    bumpercarstudios Member

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    We have something like this in later levels, it's certainly a nice mechanic to have. We wanted the first level to be pretty straightforward, so there's no environmental hazards, the bullet patterns are mostly predictable, level design has less choices and consequences etc.

    Later on, enemies have more health and will have different and harder bullet patterns to avoid, levels have traps and pits to fall into, there will be objects that react to the players proximity, bosses etc. Otherwise we stuck with pretty simple mechanics for the first level so the player can get acclimated to the general game play and difficulty level.
     
  7. bumpercarstudios

    bumpercarstudios Member

    Joined:
    Dec 18, 2018
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    Based on feedback from members of the itch.io community, gamejolt, reddit and game maker forums, we've already changed and added a lot to The Adventures of Sullivan!

    We have redesigned some of our levels, added drop gun / change gun controls, adjusted our health drop code, improved our gamepad support and control layout, improved enemy AI, reworked some of the gun mechanics, adjusted some of our scripts, fine tuned some collision masks, enhanced certain particle effects and created brand new ones, and added checkpoints to each level. All the while squashing bugs that we've found through testing, and from people playing our demo. Feedback from the indie community is extremely important to us, we are all ears!

    If you haven't grabbed a copy of the demo yet, find it at itch.io: https://bumpercarstudios.itch.io/the-adventures-of-sullivan

    We would love to hear any and all feedback towards what could make The Adventures of Sullivan more entertaining and enticing to play. Let us know what you think! Please note, the above changes have been made to the main build of the game, and aren't reflected in the demo.

    We also added some new support tiers to our Kickstarter for people who feel extra generous. There are only 25 days left! Check it out at: https://www.kickstarter.com/projects/2117172813/the-adventures-of-sullivan

    In other news, we are currently working on our boss battles, for which there are 6 total. Every boss battle will be unique and challenging in a way that is totally different in every encounter. We're super excited to show everyone, but we still have a lot of work to do before the game is playable from start to finish. After finalizing the boss battles we will be working on story elements, cut scenes, dialogue, a lot more sound effects, and then we'll be revisiting and wrapping up the soundtrack and implementing it fully into the game.
     
  8. gamedev4life

    gamedev4life Member

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    nice work. howd did approach the zooming in and out w pixel with the distortions?
     
  9. bumpercarstudios

    bumpercarstudios Member

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    Dec 18, 2018
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    The only zooming we really have is in the trailer, and that was actually done with a video editing program. So we didn't have to worry about distorting the pixels!

    We do however have a few spots where the camera "zooms" in and focuses on a particular spot for a moment, but is a quick cut, and snaps to the position. In that case, we just had to choose the proper view dimensions to use in our code, based on our original numbers for the room settings so it scaled correctly and appeared to have zoomed in or magnified in a way.
     
    gamedev4life likes this.
  10. bumpercarstudios

    bumpercarstudios Member

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    Dec 18, 2018
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    Spoiler alert!

    Check out our first boss encounter we've been working on:


    Our first few boss battles will be more simplistic than ones later in the game. Instead of having several attack phases and state machines, we are creating a hectic battle based on having a busy, bullet-hell like room.

    We have quite the variety of bosses throughout the game, both living and machine. Excited to show everyone down the line!
     
  11. Morendral

    Morendral Member

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    I really like your cutscene system. It looks very professional, well done!
     
  12. rIKmAN

    rIKmAN Member

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    This is a great outlook to have with regards to game dev, and doing it for the love of doing it will always result in a better end product than doing it for monetary gain as the motivating factor.

    Good luck with your game!
     
  13. Toque

    Toque Member

    Joined:
    May 25, 2017
    Posts:
    684
    Looks pretty good.
    I like your name. Bumper cars.
    The lost cat sets a good tone to the game.

    The walk animation seems a bit stiff but I’m watching from a small screen. Maybe drop the vertical a pixel open stride. Not sure I would have to watch on my computer. Walking animations are generally unforgiving. Sometimes I do a 8-12 frames. Running 4-6.

    But good stuff!!!
     
  14. bumpercarstudios

    bumpercarstudios Member

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    Dec 18, 2018
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    Thanks!

    Right on! While we aren't in it for the money, we are running a Kickstarter, but it was mostly for the free advertising. We've had more video plays and exposure there than many of our paid advertising campaigns.

    Appreciate the feedback! Animations were some of the most challenging things for us to accomplish. Only one of us has experience drawing and illustrating, but neither of us have ever animated or worked in pixel art in general. Sullivan's moon walking animation came out better than his running one for some reason. It's almost noticeable throughout the game that we slowly started to get better at animating, as some of the enemies towards the end of the game have more complicated, and smoother movements. We have yet to really go through and polish anything though, so I'll add that to the list!
     
    Last edited: Feb 16, 2019

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