I've been working on some alternatives for a few stages. Here's a few examples:
Any thoughts?
Continues to look cool
I still think the night stages are a bit too dark but I like the atmosphere especially on the last pic with the trees and effects. I think to fully appreciate the changes, it'd be great to see some of those in movement again. ( Since it is the inspiration, in Super Hang-On on screenshots it's more difficult to see what they're going for stylistically compared to seeing it in motion.)
I also noticed (after playing some Hang-On on my 3DS) that they have these stripes on the roadside, probably to highlight the speed ingame. Maybe that would be an aspect to work into the design? (You had that on one of the older screenshots in the night stages with the yellow-reflecting road lines).
Continuing from this post, some updates on our progress on Gunkatana. First of all thanks
Welcome to the thread! Your game looks great.
(I've been looking at your game Nether Mind a lot in this thread, dig the artstyle! Need to read up more about the game.)
Looks great, and a lot of fun. I'll definitely be keeping an eye on this.
for the comments. We're currently in the progress of giving the game more presence on the internet, sharing more information, animations and screens with a hopefully growing group of people interested.
Geraldo's visit to GameCity was a neat success, people liked the game and we even got a bit of press coverage via
Impact Nottingham and even a mention on
The Guardian. These kind of things of course give us a lot of boost and motivate us to work even harder to get Gunkatana into the hands of multiplayer action fans!
Also, Geraldo posted an indepth blog entry about how Gunkatana started:
The Origins of Gunkatana. It's actually similiar to some of the things I posted in my first post within this thread, but coming from his perspective and going right to the roots of the game. Also I think very interesting for people who have yet to show off their game for the first time in public - it's always worth it!
There, you'll also find lots of other animated images such as
http://geraldonascimento.ghost.io/content/images/2015/11/Gunkatana---Revolt-of-the-AI.gif (maybe NSFWish) showing off several AI controlled characters fighting. The AI Geraldo is programming is making lots of progress, I found myself getting slaughtered by it in the latest build I tried out yesterday
They grow up so quickly... Anyway, this also shows a new way to fight in the game, grail kills. Speed-grinding into other players will hurt them a lot!
Lately, on the visual side of development, I was mostly working on new effects and juice for fights (e.g. enhancing the grail usage and grail kills) and character movement. And of course creating sets of level backgrounds to be easily palette swapped:
I'm very interested in more feedback about the look and the gameplay we're going for (fast stylish multiplayer action). I will prepare some more detailed update for the coming weeks, we have a lot of things scheduled to happen soon