Come see Slayin 2 at BostonFIG

Pixel Licker is super excited to participate in the showcase at BostonFIG on September 29.  If you are in the Boston area, stop by and try Slayin 2.  We might even have some swag to give away.

Post #5: The Town

Another new addition to Slayin 2 is the town.  Early on, the player will discover a town with lots of NPC’s to chat up.  Some of them run businesses where you can buys items, weapons or upgrades.  The town also evolves as you progress and gain Fame.  Patrons at the inn come and go, often giving helpful info or wanting to join you on your quest.  Most of the game’s back story and world building takes places in the town, so the more time you spend there, the more details you’ll learn.

Post #4: Brave New World

The first major change a player will notice in Slayin 2 is that the game now takes place on a world map.  This was done to break the game into smaller areas that have more unique experiences in them.  It also gives a more permanent sense of progression when compared to Slayin’s arcade format.  Each area can be replayed for score, as well as for gold, fame or secrets.

Currently, there are 30+ areas being developed.  Some focus on handling tricky enemies while others add hazardous terrain into the mix.  The main goal in designing each area is to make a fun experience that challenges the player in slightly different ways.

Post #3: The Knight Returns

Slayin 2 promises a few returning characters as well as a few new ones.  The tried and true default character is the Knight.  He still can run through enemies but also has a few new tricks.  The main addition is that his shield is no longer just for decoration.  He is able to deflect most projectiles and even convert them to treasure if you time your button press the moment the shield is struck.

All characters now use a 2 button control scheme: Jump and Action.  Jumping is now possible with all characters but behaves a little different for some.  Action refers to special attacks the player can unleash when they have built up their Spark Bar enough.  Actions are more spectacular and release more treasure when they hit enemies.  They also do less damage, so the key to higher scores and more loot is to use Actions whenever possible to milk enemies for their riches.

Post #2: Dual planes

One big addition to Slayin 2 is the dual plane system. The game field is now divided into a foreground and background plane. The player can freely jump back and forth between them, either to dodge an enemy or to reach a closer enemy to continue their combo chain. Since the game resolution has doubled, background art can now be a lot more detailed. But the two planes need to be carefully considered when laying out the background art.

When working out a background, I start with a sketch.  Then I block it out in color to figure out the lighting and the basic color palette.  Finally, the details and adjustments are done.  The whole process takes about a week.

Here is the Dark Forest area sketch and final.

Post #1: New Beginnings

Time to stop putting this blogging thing off and get the word out about my newest game: Slayin 2 (the true sequel to Slayin and not to be confused with Slayin 2.0, which was just an update to Slayin). The hope here is to keep people informed about the progress of the game and the thoughts that go into it. As I get closer to a more polished build, I will upload content so everyone can see the direction the game is going in.

I can say for sure that I want each Slayin game to feel like it would have been released in progressively more modern eras of gaming. Where Slayin 1 might have been informed by the mid 80’s arcade era, Slayin 2 will be born of the early 90’s arcade era, when hardware improved but there was still a thriving 2D scene. I am also working on making the game fun for co-op play, although I haven’t determined what form that experience will take shape as. The primary focus is a single player adventure format, where you work your way across the game world and take on enemies unique to each area. There will be some rpg elements like upgrading weapons and abilities as well as persistent character growth.

There is still a lot to work out, so stay tuned for more info in the coming days.