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Thread: Xenocider for Dreamcast

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    a.k.a. hombreimaginario Outrunner synapse's Avatar
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    Quote Originally Posted by cleeg View Post
    Nice work. It just hit me, and it's bugged me for a while - the main character really reminds me of David Bowie. In a good way.
    You're right! I hadn't noticed but now I can't un-see it! xD

    Quote Originally Posted by Prince Talmit View Post
    Looking better and better!
    One thing that nags at me while watching the Transistor Highway preview is that the player's gun and firepower are lacking intensity. I'm sure when sound effects are in place that will help.
    Sorry if this was mentioned elsewhere, are there going to be power-ups or upgrades to the weapon? Rockets, flamethrowers? ...any sub-weapons, guided missiles? ..explosions which vary depending on the weapon would add to the intensity too perhaps. ...enemies smolder after being hit with a flame thrower, or a bigger explosion when hit with a rocket.. and so on.
    I had another video with all the sound effects but it wasn't properly captured, it's a long (video-editing) story. All our future episodes will most probably feature sound effects (because they're all actually there already) and the new gui

    We have three very specific power-ups planned. Actually not power-ups as traditional items that provide you with a different weapon, more like upgrades... oh wait, I'm not supposed to talk about that yet. More info on future episodes too
    Last edited by synapse; 04-02-2017 at 12:06 PM.

  2. #47
    a.k.a. hombreimaginario Outrunner synapse's Avatar
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    While we are hard at work on our next stage for Xenocider, we couldn't wait to share a little teaser of the amazing tune Juanjo created for it. We are pretty sure that you can see what our influences are here...



    Pre-order Xenocider for Dreamcast today!
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    Raging in the Streets SEGA.GENESIS1989's Avatar
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    It's a pretty good soundtrack. But I'm curious to know what are the musical influences on the track. (points to your comment in the video's description )
    "There's nothing to fear, except fear itself"
    http://i1054.photobucket.com/albums/s486/link2link2link/YUZOKOSHIROISAGODNEOSEEDEDITION.gif

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    a.k.a. hombreimaginario Outrunner synapse's Avatar
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    Quote Originally Posted by SEGA.GENESIS1989 View Post
    It's a pretty good soundtrack. But I'm curious to know what are the musical influences on the track. (points to your comment in the video's description )
    Oh, ok... Both this stage design (and its music) and a very specific bonus stage are very Shinobi-inspired...

    To be honest, Juanjo played (and watched/listened to) Revenge of Shinobi, Shinobi III and Shinobi X (Richard Jaques version) before composing this track.

    Our inspirations for Sakura's Realm design and the bonus stage are 100% the Shinobi series, as a whole. I think it will be painfully obvious when the latter is revealed

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    Gumbious Priest Road Rasher Raja's Avatar
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    One thing that nags at me is the speed - I feel like Space Harrier had more speed and urgency to it than this does. Is that the plan eventually?

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    Raging in the Streets SEGA.GENESIS1989's Avatar
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    Thumbs up

    Quote Originally Posted by synapse View Post
    Oh, ok... Both this stage design (and its music) and a very specific bonus stage are very Shinobi-inspired...

    To be honest, Juanjo played (and watched/listened to) Revenge of Shinobi, Shinobi III and Shinobi X (Richard Jaques version) before composing this track.

    Our inspirations for Sakura's Realm design and the bonus stage are 100% the Shinobi series, as a whole. I think it will be painfully obvious when the latter is revealed
    I KNEW IT! I didn't want to be too presumptuous but I had a feeling that there was a bit of Revenge of Shinobi somewhere in there! My intuition was ABSOLUTELY correct!
    "There's nothing to fear, except fear itself"
    http://i1054.photobucket.com/albums/s486/link2link2link/YUZOKOSHIROISAGODNEOSEEDEDITION.gif

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    a.k.a. hombreimaginario Outrunner synapse's Avatar
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    Lead programmer Chui shows off his skills playing the hardest Xenocider level he's coded so far. Reflexes and memorization are everything when you're trying to make it through the Transistor Highway. This is 100% real Dreamcast hardware!



    Pre-order Xenocider today:
    http://retrosumus.com/shop

    Quote Originally Posted by Raja View Post
    One thing that nags at me is the speed - I feel like Space Harrier had more speed and urgency to it than this does. Is that the plan eventually?
    The pace changes from one stage to another depending on the environment! But the game has evolved beyond the original "Space Harrier tribute" concept and that speed would not exactly suit the gameplay anymore, don't you think?

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    Preorder-exclusive poster mockup:





    http://retrosumus.com/shop/

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    And this is how the Limited Edition should end up looking!



    http://retrosumus.com/product/xenoci...ecial-edition/


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    New stage, new enemies (lots of them actually), a huge influence from the Shinobi series (both design and music wise), some nice transparency effects here and there and... Sakura's Realm is here



    More info: http://www.thedreamcastjunkyard.co.u...unning-on.html

    Exclusive poster to be included with all pre-orders! Get yours today: http://retrosumus.com/shop/

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    Hedgehog-in-Training Hedgehog-in-TrainingRoad Rasher Prince Talmit's Avatar
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    A charge'n'blast shot to destroy those swinging logs (and other obstacles) might add some intensity and some rhythm to the play.
    It's all looking much nicer, and the music is good.

    Is a side-roll/strafing, dodge-move planned for the player character?

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    Mega Driven Raging in the Streets cleeg's Avatar
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    That is great music, I like the stage design too. This may have been covered, but how is this being controlled? It seems that the target reticule is moving independently of the player...

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    Quote Originally Posted by Prince Talmit View Post
    A charge'n'blast shot to destroy those swinging logs (and other obstacles) might add some intensity and some rhythm to the play.
    It's all looking much nicer, and the music is good.

    Is a side-roll/strafing, dodge-move planned for the player character?
    Quote Originally Posted by cleeg View Post
    That is great music, I like the stage design too. This may have been covered, but how is this being controlled? It seems that the target reticule is moving independently of the player...
    Thank you for your comments!

    Power-ups / additional weapons are being worked on

    The target reticule is moved with the D-pad. We found that moving it with the mouse and the character with the arrow keys was "convenient" on our pc build, but a bit of a pain in the ass on the DC due to the lack of a second stick. So the D-pad controls the reticule, while the triggers move Xara from left to right. The road is divided in 5 invisible "lanes" so to speak, so dodging enemies requires left-left-right or right-right, then jump, then left-right again, etc.

    This way the game feels more arcade and at the same time features a simple mechanic that players of endless runners like Sonic Dash are more than familiar with. Not that such mechanics are that modern or exclusive to the mobile market by any means, but you you get the idea

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    Mega Driven Raging in the Streets cleeg's Avatar
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    I'd hoped that might be the case for left and right movement, I'm used to strafing with triggers on older FPS games. How does the character move up?

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    Quote Originally Posted by cleeg View Post
    I'd hoped that might be the case for left and right movement, I'm used to strafing with triggers on older FPS games. How does the character move up?
    By pressing the JUMP button?

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