Ryder: The Deserter



  • Chimango Games announces a brand new 2D platformer for PC. In Ryder: The Deserter, players join Ryder, a secret agent with the ability to control objects, such as vehicles and rockets, and even enemies!

    alt text

    Announcement trailer: https://www.youtube.com/watch?v=Elhd1lTW2oA
    Press Kit: http://bit.ly/2g9Apnc

    Platformers generally rely on running and jumping, but Ryder features fast-paced levels in which you’ll be dodging, shooting and even riding enemies and obstacles, to take control of them!

    ‘The planning began at a game jam at home. The idea was to make a different platform game’, says Agustín Pérez Fernández, creative director of the game. ‘I was bored of playing the same: platformers tend to be based on jumping, so I wanted to see if I could achieve something different and that's when an idea came to mind, of a game based on riding and climbing things’.

    Along with all these elements of gameplay comes a deep story of conspiracy and desertion, set in a retro-futuristic, post-apocalyptic world.

    Key Features:
    Quick gameplay: It’s easy to die, but also easy to retry!
    A challenging game with no unfair difficulty
    Classic and fun platformer controls: Jump, Double jump and Wall climb
    Ride your bike, rockets and turrets, and other type of enemies to shoot and to use them as jetpacks.
    Alternative challenges in every level: Optional collectable coins and minigames

    Website: http://www.ryderdeserter.com
    Facebook: https://www.facebook.com/ryderdeserter/
    Twitter https://twitter.com/ChimangoGames

    Story background:
    Ryder is an immortal secret agent who worked as a time traveler for ages at MATH, the Multiverse Agency of Time and History, making himself sure that nobody dares to change the course of history. However, that time has passed and Ryder is a rebel now: he’s against MATH and fights for the destruction of the technology that allows time traveling so that events can take a natural course. Players will help Ryder in his last mission, the one that sets him free of his own immortal existence, but first he has to face every MATH’s robotic agent.

    About Chimango Games
    Chimango Games is based in Rafaela, Santa Fe, Argentina. A small studio founded by industry veterans, with more than 20 years of experience in the video game industry, who have joined forces to make a dream come true: to create the games that they would love to play. www.chimangogames.com



  • Hey Agustin, glad to see some progress of your game.

    For starters, wanted to say that I really like to see other Argentinian fellows to use HF for developing, and for having this profession over this part of the world. Little has been done to promote game development in Argentina, but things are changing and your projects reflects that!

    That being said, I'd really love to see this game published and I really want for it to do well. This is why I noticed a couple of things I'd like to share. This is, of course, my humble opinion and nothing more. Here it goes:

    • The concept of switching rockets sounds interesting. However, I see that in some situations, switching places looks like a 'last resort' method to continue playing and looks like is really throwing dices. Would be interesting to see, if for example, you can see for a brief moment (slow motion or something) where the other rockets would go, so you have a few seconds to do a much more informed decision, and not just jump to a random one nearby.
    • Explosions could use some work. Adding gibs is rather easy and will increase the quality of such a key moment.
    • The camera. You need to use the platformer based one, and not the locked one while on foot. This is to avoid doing micro camera adjustments that are annoying. Please refer to this video that explains it better than me: https://www.youtube.com/watch?v=TCIMPYM0AQg -- plus, while riding said rockets, you can always use some 'look ahead'. This is super useful, especially for faster movements.
    • When the player does a roll while jumping, you should actually rotate the sprite (angularVelocity), instead of doing a frame based animation. Will look much much better.
    • The middle background layer moves faster than the one that is closer to the camera. Should be the opposite.
    • Replacing the default flixel font would be a good idea.
    • Then, the other thing, which is the most important one, is the game feel. Is something that will increase the overall production quality of your game. Please refer to: https://www.youtube.com/watch?v=216_5nu4aVQ and also, this other video about animation https://www.youtube.com/watch?v=GcryIdriSe4 -- you should have hit animations, squish, stretching, momentum, anything that enhances what you do, second to second.

    Well, that's it for now! Hope you take my suggestions in good faith. Cheers!



  • @claudio-ficara said in Ryder: The Deserter:

    Thanks for the comments Claudio. We will improve things in the following months.

    1 - This was something that we did for the trailer. Gameplay is different. Rigth now there is no need to do it this way. We will take this comment for future levels.
    2 - Yes, this is planned.
    3 - I'm doing my own camera class because Flixel camera is very limited for my game. I think the footage for the trailers is previous to the new camera changes. Anyway we are still working on improving the camera further.
    4 - I prefer frame to frame animation but we'll look that.
    5 - thanks to notice!
    6 - Yes, we will :D
    7 - We'll look into that! Thanks for the links.


Log in to reply
 

Looks like your connection to HaxeFlixel was lost, please wait while we try to reconnect.