6 days ago

Here's the non-UT-related games shown in 'The Teasers' project I made — in order of how they were shown in 'The Teasers'.

Duck Fortress or SkySlayers will be the first major thing to be worked on after the 0.0 Demo releases.

(Games info in article.)


Link for The Teasers

(Note: some of these things might be subject to change in the future.)

Key

  • (Rift) = Ties in with the lore of RiftSpace

  • Δ (Delta) = Subject to change

  • (!) = The Teen Stuff


Skylanders Slayers ()

Genre: Platformer | Subgenre: Roguelike (mainly permadeath)

Story - The Prologue (Δ)

It's been ~10 years since the events of Skylanders Imaginators, and Skylands has prospered peacefully, for a now adult Kaos had ran out of ideas on how to take over Skylands — that is until now...

A Darkrift had opened, located in the remnants of the Sky Eater. Kaos had been reading books about the theory of RiftSpace during his evil hiatus, and when he found out about this, he rushed over with his Troll fleet to investigate.

When Kaos arrived at the shambles of his former world-conquering masterpiece, he saw the silhouette of the Queen of the Dark Void — a masterful yet 'polite' (only to her loyal citizens/soldiers) ruler of an entire multiversal dimension.

Kaos greeted the Queen with open arms, for he knew that she could help him conquer Skylands once and for all. The Queen accepted his welcome, and together, they began to plan the end of Skylands...

Gameplay (Δ)

There are currently ~12 main levels planned, along with a hubworld and 8 Slayers' Quests — 1 for each Skylander Slayer.

The character roster, as of now, is planned to include 20 Skylanders: the 10 Slayers, as well as 8 returning Core Skylanders, and 2 collab Skylanders — Conker the Squirrel, and another one that's yet to be determined (it'll either be Professor Von Kriplespac or Rodent).

Gameplay will be like a 2D platformer, combined with RPG/roguelike aspects — such as Elemental strengths/weaknesses, permadeath (the real Roguelike part of the game), and leveling systems...oh, wait, that's already in the original Skylanders games...ANYWAYS!

There will also be an upgrade system for each Skylander, which has yet to be described and/or determined.

Oh, and there's also an unofficial Conker's Bad Fur Day collab that will be worked on — after SkySlayers releases, I'll start working on the level and Skylanders for the collab, 'kay?


Madness Combat: Restoration ()

Genre: Shooter | Subgenre: Topdown

Story - Roughly Sketched Story

Basically, the main concept for the story is that Hank and the rest of the good guys want to restore Nevada to its former glory, but here comes the conflict: the Sheriff is back, and he grew some balls to accompany his return...a-as in he's not a coward anymore.

Now you would think that the Sheriff would aid Hank in restoring Nevada, but nope; Sheriff is stupid asf. Plus, Sheriff is one who screwed up Nevada's physics in the first place, way back in MC3, so Hank and the gang's secondary task is killing the Sheriff for good — that way Sheriff doesn't attempt to screw up the process of restoring Nevada.

There's gonna be this device that can restore Nevada to its former glory, but it's located in a secret labratory of secrets, located all the way in the outskirts of Nevada.

Gameplay

It'll be a story-based topdown shooter with some 2D sections (mainly vehicle-related areas), and there will also be an Arena mode.

There will be around 5 or 6 playable characters:

  • Hank J. Wimbleton

    • MAG Hank (Δ)

    • Antipathy Hank

  • Deimos

    • Deadmos (Rockman Deimos)

  • Sanford

  • 2BDamned (Doc)

  • Rich, Employee of the Month (Δ)

  • Ryeyumi (Δ)


Angry Birds Epic II: Rehatched

Genre: RPG | Subgenre: Strategy (Δ)

Remaster of Angry Birds Epic 2, my fanmade sequel to Angry Birds Epic

Gameplay (Δ)

Gameplay will either be like Deltarune-style combat, or ABE-style combat — either way, it's still turn based.

The feel of Rehatched that I'm going for is a more fantastical, fantasy-like, and magical approach on the Angry Birds series — a more magical and fantastical approach than the original Epic 2 and the official Epic 1.

Here's the currently planned character roster and their classes (if I can implement classes in a way that's easy-yet-intermediate to code):

  • Red (Starting Character)

    • Knight (Starting Class)

    • Royal Guardian

    • Ironcladiator

  • Chuck (Starting Character)

    • Wizard (Starting Class)

    • Thunderbird

    • Grand Magus

  • Prince Porky (Starting Character)

    • Prince (Starting Class)

    • Royal Bomberman

    • Monarch

  • Matilda

    • Cleric (Starting Class)

    • Divine Druid

    • High Priestess

  • Bomb

    • Captain (Starting Class)

    • Swanbuckler

    • Sea Sovereign

  • The Blues (Jim, Jake, & Jay)

    • Tricky Rogues (Starting Class)

    • Huntsmen

    • Tarot Masters

      • Affluent Tarot Masters (Δ)


Duck Fortress 2 ()

Genre: Shooter | Subgenre: Topdown

Second attempt at making a duck/avian based TF2 fangame, hence the name

Gameplay

The gameplay consists of one main gamemode — Duel — and three map types upon release:

  • Deathmatch

    • Great Plains

  • Capture/Control Point

    Despite its name, CP will act more like King of the Hill with one control point, rather than having multiple points to capture.

    • Taxen

  • Cap The Flag

    Unlike TF2, where you capture/PROTECT THE BRIEFCASE, in Duck Fortress, you actually capture a flag. This map type is also sort of like King of the Hill, because there's one central flag available for capture by either team.

    • BloomFort

There will more map types/gamemodes as the game continues development, such as Heist and Payload (Δ), but that's a story for another day.


Well, that's the information on the non-UT-related games teased in 'The Teasers' — I hope to see y'all when these games begin their development journey, for it'll be sure to atonish y'all...



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