Post Kickstarter DaemonClaw Update 12: DaemonClaw Progress and Play Metro Siege In Your Browser!

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  • เผยแพร่เมื่อ 20 ต.ค. 2024
  • TL:DW
    There's an update to the Steam play-test Megadrive version for those backers who volunteered to be testers, which now includes level 2 and the level 2 boss fight!
    Corey and Mike played through the full (the final level and final boss fight are only partially implimented) Megadrive version while recording, meticulously noting lots of tweaks and polish that should be done before the game is ready to ship. It was a very fruitful review session.
    Neofid made great progress on working through lots of the previous "tickets" we made for things they needed to do to improve aspects of the gameplay.
    Mike continues to work on debugging and polishing the final level of the PC version of DaemonClaw
    Corey made additional art for the final level and the level 3 boss fight and he also finished all the pages for the printed manual for Megadrive, and he'll now be moving on to the manual cover and the actual box design.
    we're late for development on the Megadrive version, but not super late and of course our top priority is quality and fun factor over rushing it out.
    In other news you can now play the demo of BitBeamCannon's other game project, Metro Siege (created in cooperation with Enable Software and PixelGlass Studio) simply by visiting metrosiege.com/play
    BUT be sure to also visit metrosiege.com/moves first to learn the moves!
    The most important thing to know is that in order to grab objects you have to hold the attack button and then tap down while standing over the object.
    Similarly, to attempt to grab an enemy (when playing as Alex) you hold attack and tap forward.
    Here's the Let's Play of Streets of Rage 3 we'd recorded, skipped to the accidental grabbing issue I mentioned in this video: • Let's Play Streets of ...
    You can find the DaemonClaw Kickstarter FAQ page here: www.kickstarte...
    Thanks as always everyone for your support!
    Please subscribe to stay up to date on all our progress!
    You can also visit bitbeamcannon.com to keep track of DaemonClaw and our other projects, as well as to connect with all of our social media accounts.

ความคิดเห็น • 22

  • @bubbanstix2536
    @bubbanstix2536 2 หลายเดือนก่อน +3

    (compliment)
    I took a closer look at the animations and honestly I think you did an absolutely incredible job.
    My idea about the "split sprites/modular animation" was that it would allow a character with the equivalent of 30 sprites to look like it has 50.
    But It seems that resources were far more limited than I thought and your technique is a lot more efficient. It looks like memory that would allow huge characters like Kim and Alex to only have 15 sprites can here offer them 70.
    Also, there's another really impressive achievement I find and it's that Metro Siege simple animations still manage to avoid the very rigid feel of a game like Body Blows for example. All the small variations in the animations that are allowed by the split bodyparts really convey a feeling a smoothness. It also brings life, a flow, to the characters contrary to, again, Body Blows where the characters look like still images.
    Kim's basic punch is beautiful, I think that only her arm changes. It looks so smooth and natural, as if it had three frames of animations.
    Really the smoothness permitted by this animation technique creates the illusion of a far more powerful system. I love watching the characters walk around, and their idle animations too. (Alex' throw only could do with another drawing maybe).
    And obviously, again, it's incredible to think this works on an Amiga 500. While playing it, the idea of the Amiga 500 doesn't spring to mind. The sprites are too big, the colors are too numerous, there are too many huge opponents on screen.

    • @bitbeamcannon2468
      @bitbeamcannon2468  2 หลายเดือนก่อน

      Thanks very much! we're really glad all our hard work and love for these projects is visible and appreciated.

  • @Asphodellife
    @Asphodellife 2 หลายเดือนก่อน +4

    Finally played the demo (thanks to the browser version!). Feels smooth and responsive, so I suspect the original running on Amiga even more so. Sounds awesome too; especially through a nice audio system! I read that some memory was freed up; I do hope some weapon yielding is possible now (that baseball bat just begged to be picked up :)) ). Also, I agree with what someone stated somewhere that Kim (her outfit that is) seems a bit out of place (too 'Cyber'). Whatever the case: It looks to become a great title!

    • @bitbeamcannon2468
      @bitbeamcannon2468  2 หลายเดือนก่อน +1

      Thanks very much for playing and fore the feedback. In the story Kim was until moments ago a cop, and her outfit is her own customized riot gear and is based on real riot gear designs (body armor), but I might consider making it look a bit more old fashioned to not risk looking futuristic, but the again, her custom night sticks with tasters added to the ends is also pretty futuristic, even though they could have been made decades ago... the technology existed, just no-one ever did it as far as I know.

  • @Charlie-Cat.
    @Charlie-Cat. 2 หลายเดือนก่อน +1

    Great to see Mike and Corey sharing the latest updates on DaemonClaw. I posted the video up on, The Official NEO-GEO Thread for others to take notice fellas. Always a pleasure to share your works. 8^)
    Anthony..

  • @metalspidy
    @metalspidy 2 หลายเดือนก่อน +3

    I just wanted to thank you for this excellent game. Amiga never had such a great beat m up game until Metro Siege. I played the demo of Metro Siege and loved it. I'm looking forward to the full version. Thank you very much for making such a great game on Amiga. And congratulations. If Metro Siege had been released in the early 90s, it might have changed the fate of the Amiga.

    • @bitbeamcannon2468
      @bitbeamcannon2468  2 หลายเดือนก่อน +1

      Thanks very much! Metro Siege continues to build momentum, so please stay tuned for more progress.

  • @bubbanstix2536
    @bubbanstix2536 2 หลายเดือนก่อน +2

    Hello. I've now played the metro siege demo 2 times on WinUAE (the game is great, graphics and gameplaywise) and here's a few comments/ideas:
    - When on the ground, Kim and Alex can roll up or down. That's good, but 70% of the time we only want them to stand up and so, I think it would improve the gameplay if the left and right key also made the character stand up. Also, I've got the feeling that "up" or "down" need to be released and pushed again so that the roll is performed. I think it would be better if the character rolled immediately if up or down is pressed when they hit the grown. (Edit: actually, it might actually work better if they automatically stand up immediately except if players are already pressing up or down).
    - When pushing the Attack button and then "up", Kim does a back attack, then an uppercut, then a 360° attack. It's a bit "weird" to be able to go through the "back" attack when you want to hit an enemy that is in front with the uppercut and the 360. So, it would look better if the back attack were only triggered when there actually is an enemy behind.
    - Also, the move list is fine but I think it'd be great if a move could "unlock" a "follow up". For exemple, It'd be cool if the sweep could combo into the uppercut if up+up is pressed during the sweep animation. We want our focus to be rewarded by extra damage. I'm under the impression that there already are a few combos of the kind in the game.
    I thought the game was a bit hard on first playthrough but I understood the gameplay a bit and it just feels like a beat 'em up with its own stuff.
    I'm not a big fan of beat'em ups and there are a few old beat em ups that feels too limited by a lack of moves.
    Metro Siege has got enough.
    I heard the programmer say that there wasn't enough memory to implement weapons but, really, just one weapon (a baseball bat) would make a lot of difference because it would add a situational advantage, a choice to make on the spot.
    Or, like in the new TMNT, Kim or Alex could pick up bonuses (like energy drink/double damage, it wouldn't need any new animation frame).
    Just like in Daemon Claw, bonuses that can be missed add a lot. Taking advantage of something or missing an opportunity is fun.
    Anyway, keep up the good work. The game is awesome.

    • @bitbeamcannon2468
      @bitbeamcannon2468  2 หลายเดือนก่อน +3

      Fantastic feedback! Thanks very much for taking the time to play and to give us such thoughtful suggestions!

  • @vertigoz
    @vertigoz 2 หลายเดือนก่อน +2

    I like that the web version makes use of the rumble, one problem though, is that it has the habit of keeping moving over one direction

    • @bitbeamcannon2468
      @bitbeamcannon2468  2 หลายเดือนก่อน +2

      Do you mean your character is walking in a direction even when you're not pressing in a direction? If that's the case, that sounds like a matter of the browser's analogue stick support being too sensitive (not a big enough dead-zone) so I'm not sure we can do anything about that.. luckily the real modern versions of the game won't be for web, they will be for PC, Switch etc, so we'd be able to fix that.

    • @vertigoz
      @vertigoz 2 หลายเดือนก่อน +1

      @@bitbeamcannon2468 yes, it works fine on WinUAE, minus rumble though.

  • @wrathofkhan763
    @wrathofkhan763 2 หลายเดือนก่อน +2

    I noticed the bars for passengers to hold on to are collisional. Are you intending to allow the player characters to interact with these? For example, spinning around and propelling themselves forward in a kicking motion or perhaps a sort of leg hold on enemies.

    • @bitbeamcannon2468
      @bitbeamcannon2468  2 หลายเดือนก่อน +3

      Sorry, there's no where near enough memory for custom animations and gameplay mechanics like that for the poles, but you can kind of hide behind them and throw enemies into them, which should do extra damage to the enemy.

  • @bubbanstix2536
    @bubbanstix2536 2 หลายเดือนก่อน

    I saw Kim being criticized for her "futuristic" look, to me she strictly looks like a cop from a riot squad wearing an armor and protection pads.
    There's supposed to be riots in the city. They talk about it with Bob Robert. So, her appearance is not only justified but she is defined as the main character by it I think.

  • @makepool
    @makepool 2 หลายเดือนก่อน +1

    Will Metro Siege support more than two buttons? I enjoyed the demo but would have appreciated an extra button for blocking and another for grabbing.

    • @bitbeamcannon2468
      @bitbeamcannon2468  2 หลายเดือนก่อน +1

      The plan is to support both 2 and 3 buttons plus the pause button for gamepads. I'll discuss supporting more with the programmer after giving additional button support more consideration to figure out the ideal configuration.

  • @rayr.1813
    @rayr.1813 2 หลายเดือนก่อน +3

    Im losing my patience I want my game to get here hurry up 😊, just kidding I am very excited to get my copy and I know it will be great 👍

    • @bitbeamcannon2468
      @bitbeamcannon2468  2 หลายเดือนก่อน +2

      Thanks. We're working as hard and fast as we can to get it out as soon as possible, but also without cutting corners. We really appreciate your support and patience.

    • @rayr.1813
      @rayr.1813 2 หลายเดือนก่อน

      ​@@bitbeamcannon2468 quality above all else guys, appreciate the hard work and consistent updates 🙂

  • @bubbanstix2536
    @bubbanstix2536 2 หลายเดือนก่อน

    Alex can combo his jump knee attack with jump kick.