Senile Team's new game: Intrepid Izzy

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Senile Team's new game: Intrepid Izzy

Post by Roel »

Hello all,

I suppose this kinda sorta belongs in this section. I would like to point your attention, if I may, to the latest new post on Senile Team's website. It foretells the announcement of a new game and does so with a small teaser image (and no it's not Age of the Beast, but some info on that is also present).

http://www.senileteam.com/index.html?do=read&id=175358

I hope you will enjoy it!


-edit-
Changed the thread title
Last edited by Roel on Tue Sep 26, 2017 3:46 am, edited 2 times in total.
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Re: Senile Team preparing to announce new game

Post by DCDayDreamer »

Great to see you guys still around.

The silhouette teaser pic nods towards a fighting game, the character proportions also look a little like Fightoon, is this new game going to be a commercial release?

Nice Age of the Beast animations by the way. :grin:
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Re: Senile Team preparing to announce new game

Post by Roel »

Thanks! It is indeed going to be a commercial release.
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Re: Senile Team preparing to announce new game

Post by cube_b3 »

Cool, news post Roelly!

I'll spread it around.
Let's start by moving this thread to News Posts.
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Re: Senile Team preparing to announce new game

Post by Roel »

Hello again!

The game has now been revealed!
Intrepid Izzy by Senile Team
Intrepid Izzy by Senile Team
Intrepid Izzy is a 2D action adventure platformer or "metroidvania", currently in development by Senile Team. Mixing platforming with beat-'em-up and RPG elements, the titular character must jump, fight and puzzle her way through various imaginative, colourful worlds.

A lot of time and attention was spent on developing the visual style of the game. The crisp and cartoony HD graphics come to life thanks to bright, warm colours and smooth animations.

The game is being developed on PC (Windows), and a Dreamcast version is also in the works (though obviously not in HD). Additional platforms are also being looked into.
More info and screenshots on http://intrepid-izzy.com
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Re: Senile Team preparing to announce new game

Post by bogglez »

Congrats on getting this far!

I like the aesthetics a lot. The animation seems to be smooth as well.

I'd be very curious to hear what tech you're using for Dreamcast development.
I assume it's KOS with PVR API, animation with Spine perhaps?
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Re: Senile Team preparing to announce new game

Post by Roel »

Thanks bogglez!

Neither KOS nor Spine were used here. All of Senile Team's DC stuff runs on a custom OS which was originally created for Rush Rush Rally Racing, and has meanwhile been improved in many ways. Not that there's anything wrong with KOS, but I just like being in control of certain details.

That's probably also one of the reasons why I built my own animation software instead of using Spine. Also when I tried the trial version of Spine I was put off by a few annoying bugs. And the fact that almost all Spine animations I've seen were either very flat and rigid or too limited in their movement didn't help convince me to pay $300 for it either. Maybe that was not so much a problem with the software as with the people using it, but why risk it? So I built my own animation tool instead. :grin:
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Re: Senile Team preparing to announce new game

Post by mankrip »

The game looks great, and I'd like to see all that vegetation in the environments animating like the characters do.
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Re: Senile Team preparing to announce new game

Post by Roel »

mankrip wrote:The game looks great, and I'd like to see all that vegetation in the environments animating like the characters do.
Well, then you're in luck! :D
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Re: Senile Team preparing to announce new game

Post by cube_b3 »

That is awesome can't wait to see gameplay.
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Re: Senile Team preparing to announce new game

Post by Roel »

Then again, I bring good tidings! I have recorded some gifs today. They are quite heavy, so in an effort to spare users with low bandwidth I've put them in spoiler tags.

Temple level
Spoiler!
Image
Mine level
Spoiler!
Image
Enjoy! :)
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Re: Senile Team preparing to announce new game

Post by bogglez »

Looks very polished!

Regarding the second video, do you have a lot of vertical sections? Something I always hate about sidescrollers is required leaps of faith but the camera doesn't show where I'll land and there might be a hole so I die. Maybe the camera could go a little lower in anticipation of that since your camera is quite zoomed in and the dc only has 480 pixels of height? (I like how far the camera is zoomed in though)
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Re: Senile Team preparing to announce new game

Post by cube_b3 »

It does look lovely.

The hair flying up transition seems a little off as Izzy lands on the ground and starts running.

How many backgrounds/environments are you planning on having?
Can we expect one background or more?
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Re: Senile Team preparing to announce new game

Post by Roel »

bogglez wrote:Looks very polished!

Regarding the second video, do you have a lot of vertical sections? Something I always hate about sidescrollers is required leaps of faith but the camera doesn't show where I'll land and there might be a hole so I die. Maybe the camera could go a little lower in anticipation of that since your camera is quite zoomed in and the dc only has 480 pixels of height? (I like how far the camera is zoomed in though)
Don't worry, there will be plenty of ways to make sure the player knows what to expect:
- visual cues in the level layout (e.g. if you see the top of some plants, you will know there's a platform below)
- warning signs near death pits
- you can look around using the "look" button

cube_b3 wrote:It does look lovely.

The hair flying up transition seems a little off as Izzy lands on the ground and starts running.

How many backgrounds/environments are you planning on having?
Can we expect one background or more?
You can already see three different environments in the screenshots that were released so far. Several others have been designed and will be revealed later.
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Re: Senile Team preparing to announce new game

Post by mankrip »

The DC version will run at 640x480, with the same res but bigger vertical area than those last screenshots, right? That's awesome.

Are you using any polygon-based animation techniques (scaling, rotating, etc.) to reduce the memory footprint of the sprites, or are all frames bitmap-based?

Will there be any difference in quality between the DC and PC versions, other than the "not in HD" bit?
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Re: Senile Team preparing to announce new game

Post by Roel »

Very little use was made of scaling and rotation. Almost all animations are pre-rendered. Even so, the memory footprint is still quite low thanks to efficient data structures and texture compression.


The difference between the DC and PC versions is purely visual. To be precise:

PC
Resolution: 1280x720 or higher (1920x1080 recommended)
Sprites: 32 bits per pixel (ARGB8888)

DC
Resolution: 640x480 (native resolution) or 640x360 (letterboxed widescreen)
Sprites: 8 bits per pixel, 16-bit palette entries (ARGB1555)

Other than that, there are no significant differences. 8-)
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Re: Senile Team preparing to announce new game

Post by bogglez »

Roel wrote: PC
Resolution: 1280x720 or higher (1920x1080 recommended)
Sprites: 32 bits per pixel (ARGB8888)

DC
Resolution: 640x480 (native resolution) or 640x360 (letterboxed widescreen)
Sprites: 8 bits per pixel, 16-bit palette entries (ARGB1555)

Other than that, there are no significant differences. 8-)
Did you toy around with the 8888 paletted mode?
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Re: Senile Team preparing to announce new game

Post by Roel »

bogglez wrote:Did you toy around with the 8888 paletted mode?
I did more than toy around with it, but found that it has some disadvantages:
1. AFAIK, 8888 palettes are stored in the global palette buffer, which can accomodate only a very limited number of such palettes.
2. It doesn't render as fast as 1555.
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Re: Senile Team preparing to announce new game

Post by bogglez »

Roel wrote:
bogglez wrote:Did you toy around with the 8888 paletted mode?
I did more than toy around with it, but found that it has some disadvantages:
1. AFAIK, 8888 palettes are stored in the global palette buffer, which can accomodate only a very limited number of such palettes.
2. It doesn't render as fast as 1555.
Interesting, I thought it's only slower when used with filtering.
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Re: Senile Team preparing to announce new game

Post by Captain Dreamcast »

Those are some fine-looking animations. Love the fluidity of it all.

In fact, I think I've been staring at the dancing flower for about 20 minutes now. Please send help.
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