In Progress Ogre's Mayhem 0.9.0

The project is currently under development.
Hi guys!

So the Spring 2020 class(Egghead Gaming) has really churned out a great game. We are still in development and making updates here and there over the summer, but here's the main concept so far. We would love your feedback and any bugs you feel you breaks the fun factor or gameplay!

3374526-fnvwguir-v4.jpg


You can play the game here:
https://gamejolt.com/games/orges-mayhem/503189

Shrek shakes up the anime world!

Shrek continues to fight with castle for 100 years, and in the midst of the fighting, Fiona, Donkey, and Puss in Boots have all perished. Being alone in his swamp for that time, he has now driven himself insane with revenge, and wants to win at all costs.

Then he immediately thinks of a plan that could give him everything that he desires. Power, women, and companionship. During his hundred year quest, Shrek figures out the key to alternate realities, and now has access to many anime domains.

Because of this, he decides to capture all the powerful enemies in different anime worlds, give them the power they desire, for a price to have them fullfill his wishes of making his world his. He's even managed to ensnare Broly. He has manage to put all that he has transported into his submission. While doing so,

Broly was given god ki for surrendering. With all the anime worlds in turmoil, the heroes of these timelines have decided to use the wormhole residue to get to Shrek's time.

More updates to come for the complete release. The students in Spring 2020's course really churned out a great game!
 

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Thanks i will try it. But i already see the video teaser and it strange to see little characters with backgrounds made for big characters ...
 
msmalik681 said:
Nice anime mix up.  The engine used to make the game on gamejolt should have been OpenBOR.

msmalik681, thanks for that. I changed. I was trying to find a way to actually use OpenBOR as the game type, but fixed now. We certainly want to represent OpenBOR as much as we can :)
 
Darknior said:
Thanks i will try it. But i already see the video teaser and it strange to see little characters with backgrounds made for big characters ...

Yeah, when it came to finding art assets to use, this is the style the kids wanted to use. Because most of the anime characters were in JUS style(smaller style), and the backgrounds we had access to were all larger type backgrounds, so they rolled with it.
 
nsw25 said:
Digital Brilliance Hour said:
Darknior said:
Thanks i will try it. But i already see the video teaser and it strange to see little characters with backgrounds made for big characters ...

Yeah, when it came to finding art assets to use, this is the style the kids wanted to use. Because most of the anime characters were in JUS style(smaller style), and the backgrounds we had access to were all larger type backgrounds, so they rolled with it.


should try to edit the background, so add a roof on top , or make bigger floor area etc. lots of ways to edit it so the style still works.

I agree with you but to try to include that kind of work in the class this past session, especially with the fact that we had to go virtual(which definitely was a huge undertaking in itself trying to convert from and in-person class on the fly) would've never allowed us to be able to have something before class ended. It's a 10 week course(once a week) about really just allowing the youth to experience the development, working on a team, agile development, and them being exposed to a bunch of tools they've never used before. So you also have to factor in getting them up to speed on being able to use different tools and such as well. But yes, over the summer, we can figure out how to edit the backgrounds and such. That's not my strong suit, so we had to make decisions that would at least keep the project going at the time. Hopefully this isn't going to take so much away from the gameplay. Because the students put in a lot of work on different functionalities and features, and character/enemy creations. Maybe in the next class, depending on what game idea the students come up with, we'll make sure the art style can kind of sync up. Covid hindered a lot, and we decided to focus more on the gameplay and character/enemy development. We couldn't do it all. But to be honest, I knew people were gonna say something on the stage background haha. But this is just what we had time for to allow them to have something by the end of the program. Hope this helps. And if you have any tips on how to quickly edit backgrounds like that, that'd be super helpful! Maybe it's not as time consuming as I'm thinking.
 
Hey nsw25  and Darknior I was at least able to edit one of the stages as it didn't require as much work. Wanted to know your thougths on the difference?
 

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Digital Brilliance Hour said:
Hey nsw25  and Darknior I was at least able to edit one of the stages as it didn't require as much work. Wanted to know your thougths on the difference?

Thanks to read me :)
Yes it really better but you will must found a solution for the black top ...
And on some other levels in jungle with little home it will be harder, more work on photoshop to trick the levels ...
 
Darknior  yeah that's what I thought regarding time it would take to redo those stages. So yeah, that's why we didn't have time in the class to do all of that haha. We actually use gimp by the way just for the free purposes. All the students don't necessary come from households of the same financial level, so I tried to use tools that made it easier for them to use for now. Once we're able to get money like that to be able to buy photoshop education licenses, we'll def switch. But yeah, we'll figure out the black top, I was just making sure that the back was proportionate to the characters first.
 
nsw25  Ok yeah I got what you mean then. that totally makes sense and helps a lot. We'll start working on backgrounds in jul then. So is the background the only glaring issue? How's the gameplay? Does the tutorial stage make sense? Does the beginning intro video make sense? Do the characters work well?
 
nsw25 said:
I test games a strange way, i skip all cutscenes, all text and just jump right in and pretend I am a new player and see what sort of obstacles they will face and if things make sense etc.

Storywise and vids etc... they look clean but no doesnt make sense (would need more emphasis on shrek as villain now, show what he has done or how he is evil now. you have him appear in gameover screen but its so out of place as he doesnt appear elsewhere.

combat i played as goku, i couldnt seem to do combos and his special move was lackluster in terms of not being big enough, long enough, strong enough etc compared to how long it took to charge and get it. (again keep in mind i tried to skip all instructions as much as possible)

I think tutorial at start is a good idea, many people dont read instructions etc. problem with this type of tutorial is same thing, people will get bored and start skipping text and hope to figure it all out as they dont want to be bogged down by being forced to read the text etc. (a skippable tutorial would be good)  A good way to sneak in tutorials is with cutscene dialogue, but also have a item in stage that they can press to get a hint/tip/instruction. alternatively check out OIllusionistas avengers game as he has panel type instructions that appear at certain points through first stages and thats a good way to not interrupt gameplay and still give guidance. (my simpsons game has a panel text in level 2 which can serve as concept/example on how to make tutorials appear during level)

always try to build a game with the Noobs in mind.. because they are the ones that will end up making gameplay videos etc... so even look at your gameplay vid you posted. over 6 minutes of videos etc, then 4 or s o minutes of text based tutorial with next to no actual combat etc... people will loose interest.

Again this is all my uneducated opinion based upon what ive seen

Totally appreciated. I've always been a very patient gamer. So when I'm instructing these kids on what they could add to make things better, I definitely look for input from others who aren't as patient as I am. Plus, when I'm too close to a project, it's easier to get other people's input than for me to try to step back because stuff that bothers others might not bother me. So I keep that stuff in mind. And when I did that gameplay video, I guess I was following Davpreec 's format since he kind of lets things run. I thought that was the way people liked it I guess. I'm 40+ and am really just using this to teach kids coding and development. So I definitely need help with this new age slang that people pay attention to that isn't typically my focal point.

One other thing about combos, do you have an example of the type of combos you were hoping to do? Semantics start to get involved, so I want to make sure what I think of syncs up with others. I guess I was just thinking of 1, 2, 3, 4(knockdown) type combos. So is that the combo you were referring to? Or where you keep bouncing the enemy in the air with additional hits before they hit the ground?

I will checkout those games as examples for sure.
 
I just did a playthrough (I also skipped most the tuts lol) Not bad atall but i do agree about the specials being weak as hell to the point there is no point even using them. Or maybe i was doing them wrong? Anyways great work keep it up :)
https://www.youtube.com/watch?v=zV6R9KjX1d4
 
Davpreec  hahaha

Thanks for that. I think they were trying to entice the character to want to power up, but yeah, we will definitely make those specials more balanced, so that it seems like they are worth building the MP for. I really appreciate that feedback.
 
1) all artworks etc working well together: no clash in sprite styles, sizes, brightness, sharpness (example Shrek was too light compared to other players) heights, perspectives of levels and floors, effects having proper alpha used when required.
consider aspect ratio of game also. most games could do with bigger aspect ratios so there is more area to move around etc

4) combat variety: I like to see at minimum a beat em up game to have combinations, run attacks, jump attacks, charge attacks, rise attacks, specials and freespecials and throws. I also am very much a fan of juggling opponents in air before they hit the ground.

gravity (all enemies in your games fall the same, gravity can make heavier enemies not fall so high etc)

These are good takeaways. Everything else we actually used. Just not in the ways that people were hoping to see the action in. We did so much scripting of using the scripts that was mentioned(spawning/dasher/move/.etc), so it's kind of disheartening that it wasn't noticed(perhaps this is just a comprehensive list of what you look for and not necessarily a reflection on the game). But perhaps people look for different things that may trigger in them that it may have been used. I still believe at the end of the day the issue is really their imagination may not be what people are looking for. And it's fine with me. As long as the parents and students are truly happy for what they accomplished, I'm ok with that.

So yeah thanks for the takeaways. I'll have to make sure that people are able to notice the hard work put in in ways that trigger it for them.  That's a key to game design at the end of the day :)
 
I really appreciate your words and waking me up to what I need to make sure to do, nsw25 

Perhaps I'll see if DC has time to do that kind of stuff. He seems so busy, though. But either way, I got a lot of takeaways.
 
Played this and I have a few suggestions:

* The sprites for Yusuke and to a lesser extent Naruto don't really fit the rest of them; most of the game is in JUS style, and Yusuke's sprites are SNES-era. There do exist more fitting sheets for both:

https://www.deviantart.com/aagus/art/Naruto-End-JUS-743174352

https://www.spriters-resource.com/ds_dsi/jus/sheet/20909/

* Maybe more attack moves? Defensive options, however, are sorely missing. Blocking/dodging might be neat to add.

* I feel like Sailor Moon, Ryuko Matoi, and Ruby Rose could be good female representation for the game, even if we don't also start throwing in supporting characters.

https://www.deviantart.com/xelectromanx10/art/Ryuko-Matoi-JUS-Sprite-Sheet-780502176

https://www.deviantart.com/lk-sixtyfour/art/Ruby-Rose-Sprite-Sheet-584756493

 
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