Introducing: “NEXT JUMP: Shmup Tactics”

Since last years #StencylJAM15, that I won third place with “The Next Jump”, I have been working on a follow up to that game: NEXT JUMP: Shmup Tactics.

Warning: post with heavy gifs! :]

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Despite following the same premise as the former JAM game, I took into account all the criticisms and compliments made to that game and rethought several of its systems and basic mechanics: As a consequence the game is much more dynamic, fast and focused on carrying the main features of Shmups for a Tactical and Strategic gameplay.

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In addition, all enemies have been revised and new ones have been added (more than fifty in total). New mechanics and behaviors were introduced to then and all art was redone.

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The interface has been completely revised and rethought to not only work better but also be more beautiful.
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A lore was created around the hunt of the player to the mother ship. (more details on that later!)

There are up to four ships to choose from, one from each race in this universe (Elves, Humans, Dwarves and Orcs).
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Here is the  (current) official description of the game:

NEXT JUMP: Shmup Tactics is what would happen if the pillars of the “Shmup” genre were translated into a “Tactics and Strategy (with a bit of a puzzle in between)” game.

  • Be a pilot of the Bastards Federation:
    A group formed by the Dwarves, Elves, Humans and Orcs who used to live in peace, sharing their love for all Beverages. One day their galaxy is visited by the vicious Dragons who fool everyone and steal all the alcohol stock of the UNIVERSE!
  • Your mission: JUMP! Chase the Dragons and stop them from running away with all that is most sacred to the Bastards by jumping from sector to sector, facing hordes of enemies in turn based battles!
  • Each Sector is a Board! Each given “jump” represents a new combat board generated procedurally, simulating combat situations only seen in Shmups!
  • Not only inspired by the classic Shmups and Bullet Hells, it’s also influenced by tactical games like Final Fantasy Tactics and Jeanne d’Arc.
  • Equip and Upgrade your ship with different weapons and accessories that change the combat dynamics!

It’s going to be released in early 2017 to PC (Linux, MAC and Windows. On Itch and Steam through greenlight). You can follow the game development here and some other places (including my Twitter):

http://nextjump-game.tumblr.com/

http://www.indiedb.com/games/next-jump-shmup-tactics

Don’t Talk to Strangers!

titulo

That’s the name of our entry to the #StencylGameJam 2016!  😀
It was made by me (code and a bit of game design, super average sound) and two other friends, the Illustrators and Comic artists (from Brazil):
Luís Felipe Garrocho  (game design and some art) and Ricardo Tokumoto (art and art direction)!

About the game:

You are a kid. You love candy. That’s basically your life.

You just arrived in a new city with your family after your parents changed jobs. And it’s Halloween.
Your mother warned to not talk to strangers your whole life. But it’s Halloween. You gotta get that sweet sweet glorious candy.
So you go. If you get to know them, maybe they are not strangers anymore? So it would be ok to go trick or treating then.
But be careful. If something looks strange, you can always leave.
Good luck.

You can play it on gamejolt:
http://gamejolt.com/games/dont-talk-to-strangers/197889

the NEXT jump! [stencyljam2015]

screenshot
This is my game to this years stencyljam2015!:
http://www.newgrounds.com/portal/view/657415
(it says reviewing, I dont know if you guys can play it)

the NEXT jump is a turn-based shmup with roguelike ingredients.

You are a pilot in pursuit of a Pirate Mothership  that keeps its distance from you. To catch the mothership, you use “Jumps” to cross long distances… and inside those jumps hordes of pirates (each one with their movement pattern) try to kill you.

Its a game about learning patterns, the enemies and yours!

Controls are mouse based:
To move your Ship, click on the tile next to you.
To shoot click on the shoot button… and the same to punch.

Every move (click on the tile you wish to move) costs energy, every punch costs energy… every shot… Once you make your move, the pirates around you make theirs and so on.
But you can pickup energy and Scrap (money) from fallen Pirates.

When the jump is complete,  the jump gate appears and you can buy upgrades on the shop and then jump again…

I made everything on Stencyl 3.3, GIMP and Blender. Sounds are public domain and BFXR (site).
Thanks for playing! I hope you like it! :]

.dilly

New Version / Nova versão

Just posted a new version of the game on GameJolt, v0.4:

http://gamejolt.com/games/shooter/glitched-spaceway/28941/

This version is basically what I wanted to do for the #glitchjam but didn’t have time to finish.
Now all the super basic systems are in place, we have some music, updated sprites for the ship and fixed all the major bugs.

I also reorganized the code to allow me to improve the game and finish it properly. In about a month or two it should be ready. :]

In other news my game pulled the #28 place on the #glitchjam! Super happy about this! Especially for the way I posted the game to voting [rushing everything]. Huge thanks for those who voted in the game!

.dilly

— português —

Acabei de postar uma nova versão do jogo, v0.4. Link para jogar acima.
Esta versão é basicamente o que eu queria fazer para a competição #glitchjam mas não tive tempo de terminar.
Agora todos os sistemas super básicos estão no lugar, temos alguma música, atualizei os gráficos da nave e arrumei os principais problemas no código.

Eu também reorganizei o código para me permitir melhorar o jogo e terminá-lo direito. Em um ou dois meses deve ficar pronto. :]

Em outras notícias meu jogo saiu em vigésimo oitavo lugar na competição! Estou muito feliz por isso! Especialmente pela forma que postei o jogo para votação [na correria]. Muito obrigado para aqueles que votaram no jogo!

.dilly

Glitched Spaceway little Post Mortem

During the month of June I participated in the Game Jam hosted by Game Jolt, #glitchjam.
I have studied a lot game development, all aspects of it, the programming itself to marketing… But this was one of the best things I’ve ever done (to help me study).

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Self teach to do something, be disciplined, is very difficult. Even more without an “immediate objective”. Join this JAM, with a deadline considered “long” (one month) ended up being an excellent choice for my learning. I learned a lot throughout the process and the results you can check here: Glitched Spaceway.
Took a look? Well now the rest of the post will make more sense.
Continue reading

Glitched Spaceway Pequeno Post Mortem

Durante o mês de Junho eu participei do Game Jam #glitchjam hospedado pelo site Game Jolt.
Tenho estudado muito desenvolvimento de jogos, todos os aspectos da coisa, da programação em si ao marketing.
Foi uma das melhores coisas que já fiz (pra me ajudar a estudar).

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Se ensinar a fazer algo, ter disciplina, é muito difícil. Fazer isso sem um “objetivo imediato” mais ainda. Participar deste JAM, com um prazo considerado “longo” (um mês) acabou sendo uma excelente escolha pro meu aprendizado. Aprendi muito no processo todo e os resultados vocês podem conferir aqui: Glitched Spaceway.
Deu uma olhada? Bom. Agora o restante do Post vai fazer mais sentido.

O jogo está repleto de Bugs e incompleto. Muitos destes bugs ninguém nem vê, mas eles ainda estão lá. O que, pra esta JAM, não faz tanta diferença: A ideia é o jogo ser Bugado e estranho. Meu shooter na verdade pode ser considerado um dos mais acanhados neste sentido, basta dar uma olhada nos outros jogos. :]

Tirando o fato de que esta é minha primeira experiência em todos os sentidos, tanto como desenvolvedor quanto como participante de um JAM, as coisas que mais aprendi não foram tão relacionadas ao uso da ferramenta de desenvolvimento (Stencyl 3.1) ou a criação dos gráficos em si: Foi a de organizar e colocar as ideias em prática. Foi o Design da coisa… Continue reading