Ashley Ao - Anime and sci-fi influenced action game

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Comments

  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    edited June 2012
    Looks great :)
    Cheers!

    EDIT: Forum mods - please change the video in the first post to the newer ones below - cheers


  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    edited June 2012
    Some interesting news on Ashley Ao. We have a talented new artist on board by the name of Rahime Knight. So he'll be helping us with some of the story aspects of the game. Here's the first piece he's done. Really excited to have another great artist working on Ao.

    Meanwhile the IndieGoGo crowd funding campaign is still going on.

    image
  • Fal01Fal01 Member Posts: 460
    Hi HoneyTribeStudios,

    First off,I think you've got a really promising game here!
    But there is one thing that's been bugging me every time I see the video, and it's the angle she is running at. It just seems a little unnatural, I think if you tried to run at that angle in the real world you would fall on your face.
    I hope you dont take this the wrong way, as I am only aiming to give you constructive feedback.

    Cheers.

    It’s not a bug – it’s an undocumented feature

  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    @Fal01 - Cheers. I always welcome feedback, so no need to think I'd take it the wrong way :) A few people have mentioned the running angle. So that's something we may have to review as we go along.
  • DanDaMan123DanDaMan123 Member Posts: 216
    @Fal01
    I agree that it looks unnatural. It looks as though the angle would fit if the character was running at a very high speed. If there is any part of the game where the player runs super fast that might be a good time to use it.

    I do think it's a great game though!
  • Fal01Fal01 Member Posts: 460
    @Fal01 - Cheers. I always welcome feedback, so no need to think I'd take it the wrong way :) A few people have mentioned the running angle. So that's something we may have to review as we go along.
    Some people can be a bit oversensitive when critiquing!

    It’s not a bug – it’s an undocumented feature

  • SAZ_1SAZ_1 Member Posts: 397
    i think the art style is great, its different.. most of us here stick with that cartoony style... i had a few people look at it (although they are fans of sci-fi and anime) and they thought it looked great so ryan has been doing a great job.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    @Fal01 - Haha. Actually as soon as I read your first comment I broke down in tears and then went on a rampage destroying every video game in the local Tesco.

    @Saz_1 Ok cool, glad to know some anime fans are liking the art style - thanks for showing it to them :)

    @DanDaMan123 - Ok, I've heard that comment one too many times! Now working on adjusting the standard run animation to make her more upright. Will post a vid here soon.
  • maxbeaumontmaxbeaumont Member Posts: 616
    @HoneyTribeStudios

    Loving the game my friend! Im sure it will have great music in it ;)

    Cheers,
    Max
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    @VentoraStudios - Cheers Max :) Absolutely! I'll be spending some time making sure all the music is really cool for this one. It's gonna be a blend of tribal, electronic and atmospheric/cinematic.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Some more new art from our new artist. This character is 'The Agent'. He brokers the deal to send Ashley off on her mission. And he sells you items in-game too. So glad to have Rahime helping us to visualise the story of Ao. His art style is really cool.

    image
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    edited July 2012
    Ok, so quite a few peeps thought the run animation didn't look quite right. So we changed it. Here's a vid showing the update. What do you all think - does it look better now?

  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Been a while since I updated this thread. Actually there were a few set backs and development had slowed and then stopped for while. I'm sure a lot of you around here know how it's sometimes hard to devote the time and money you need for your own games.

    But things are back on track and I'm focused on finishing Ao. Feels good to get back to it. Been showing it around at dev events I go to in London and feedback is always really positive so I'll take that as a good sign.

    So here's where the gameplay is at the moment:

    I've been playing a few tower defense games over the last year or so and I like how they use upgrades to draw you in and enjoy making your abilities more powerful.

    So all the moves and the variables for the hyper-sprint are now linked to upgrades. You start on a default power level of 1 and can upgrade to 10 as you progress.

    Here's a list of what you can upgrade

    Attack 1 - barge
    Attack combo 2 - kick
    Attack combo 3 - uppercut
    Air to ground attack - stomp
    Air attack - triple jump kick

    Hyper sprint - duration
    Hyper sprint - stamina
    Hyper sprint - speed
    Hyper sprint - chance of replenish

    Another recent change is that new environments will be reached when you get to certain distances. In testing it feels really cool when they switch over.

    Next I'll be making the hazard system. So how often hazards appear on screen and how many hit points they have. I'm thinking that eventually it should get pretty frantic!
  • quantumsheepquantumsheep Member Posts: 8,188
    Was wondering what happened to this - good luck getting back on track! :)

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    edited October 2013
    Was wondering what happened to this - good luck getting back on track! :)
    Cheers, yeah it was nagging me for ages that it was left unfinished. So glad to be able to put time into it again. :)

    On the positive side I now know a lot more about gameplay design.

  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Made loads of progress the last couple weeks. Very much re-energized for this game so steadily adding loads of new elements.

    Got the upgrades page finished, all fully working. Screenshot attached.

    image

    The gameplay is turning out really well. The original gameplay intention was to make the player feel like an anime hero, enjoying the sense of speed and agility, pulling off crazy maneuvers with ease and feeling powerful.

    Well I'm glad to say it is hitting that objective. The controls are feeling good and you can combine moves to do some really cool stuff.

    If anyone is going to Apps World in London I'll be there on there on Wednesday 23rd Oct at the Pocket Gamer thing. I'll be hanging around that area and will have Ao on the iPad mini. If you want to say hello and give it a spin drop me a message!


  • iamcarteziamcartez Houston, TexasMember Posts: 648
    edited October 2013
    How did I miss this thread. Ashley Ao looks AMAZING; it also looks like a project I would try to tackle if I had the graphic skills. :)
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Looks great man! Was wondering what happened to this game. Looking forward to playing it!
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    @iamcartez @Braydon_SFX Cheers guys, thanks for the support :)

    Having a lot of fun working on this at the moment. So hopefully that will come across in the gameplay experience.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Progress update:

    I added a tutorial for 1st time players. After watching people play at a local dev meetup I go to it was clear that new players are overwhelmed and don't know what to do. But once I explain the rules and controls they get the hang of it and quickly get good. So that' a good sign.

    So I went back and tested the tutorial at the same meetup and... it needs adjusting. At the moment it does show how to do all the moves but is a bit "lifeless". So I'm going to adjust it so that each segment is a mini challenge. This should make it more fun and also make it easier to remember everything as all the moves will be in context.
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Glad to see this back in production!
  • kinzuakinzua Member Posts: 554
    looks impressive.. Will wait to play it.. Good work
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Glad to see this back in production!
    looks impressive.. Will wait to play it.. Good work
    Cheers guys :)
  • UtopianGamesUtopianGames Member Posts: 5,692
    Reminds me a little of Strider top job.

    Darren.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Reminds me a little of Strider top job.

    Darren.
    Cheers, yeah i sometimes hear that kind of reference - altered beast and shadow of the beast are more that come up.
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