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gunbunny
gunbunny

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The demo: two concepts, torn between them.

I've juggernauted (is that a verb?) through my art quota done for the month so I am going to spend the next 2 weeks working purely on the game.


Had a brain explosion the other night listening to a piece of music that would make an excellent partially-scripted demo level with a few action cutscenes. Lots of awesome action and pacing.


Looking through the asset productions lists for both, they will both take the same amount of time to do, so please have a read through these and let me know which one you think would be a cooler demo.


Demo 1: pirate attack

Gunbunny starts off in the cruise ship as it arrives at its destination pleasure planet. There are a few runaround quest things to do before the pirates attack, which will be a sort of tutorial-in-disguise. Then the pirates attack and you will have to work your way through the burning ship rescuing passengers who are trapped in different places. There will be a few pirates to attack, maybe a timed run to the airlock at the end for the big escape (how very Metroid!).


Demo 2: battle on a moving train

Gunbunny and Marie are chasing after Reese, who has just boarded a flying cargo train headed out of a mine. GB will get on the train, but Marie will not be able to run as fast, and will have to follow in her shuttle. GB must fight through a few waves of robot miners to get to Reese, who will kick her off the train. Fortunately, Marie will catch her on the roof of the shuttle, and then you will have to defend against enemy fire from the train above. You will get dropped back off on the roof of the train, and continue to fight your way up to Reese, while Marie makes passes in her shuttle back and forth strafing the bad guys with machine gun fire.


Let me know which one you would prefer to play, and/or which one you think would impress people more as a public demo.

Comments

I understand how it's frustrating as both are great ideas and both could easily be final-game material. Facilize helps me make my view too with fewer words *chuckles*. Usually demos are from early parts of the game and show us what we can look forwards to as an introduction. The main issue I had with a couple of recent ones, (I'm looking at you Capcom and the original DMC) they say to you: here's Gunbunny! Lookit all this amazing stuff she can do! So you start the real game and suddenly you find... hold on where's that positron rifle? Why can't I double-jump?! How come she has no weapons at all??? Ninja Gaiden I on Xbox was a real pain the ass for this. The demo gave us all weapons maxxed out and just the first level so when we get to it for real and suddenly we have just a katana... to say it was both an anticlimax and disappointment was an understatement. I'd rather see the first part of level one, perhaps you have a little miniboss at the end.... say we face off with one of the main villains who then flees the scene and then the game fades as we crash on the planet..... now I want to know, who was that, why did he attack me and want to play the game to find out what happens next.

Claudija Tzandrapova

Idea 1. It steadily builds its own climax, rather than dropping you right into the action. Idea 1 gives you more scenery and story (demo-wise) to play with, letting you imagine an open and rich sci fi adventure. Sadly Idea 2 - even if it's badass - would give me the expectations of Metal Slug or "Modern Shooters".

Facilize


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