- Visual Effects
- Interaction Design
- Indie Dev
Gameplay Mechanics (overload)
Woah, looks like the hero is making strawberry jam with a shotgun
Enemy Sprite Animation
Clock Crew’s arch enemies are the Lock Legion. There’s a whole history about the two waring factions that you would find on newgrounds.com
Boarded out the story and got the first sequence done. This sequence shows Strawberry Clock paying a visit to his lady
Found a good sound track for the game by this talented artists – Flaminglog
Initially the game was designed such that the hero had to protect an object in the center of the stage. Here are a variety of objects that were flushed out
Game Play Test
Game Play Mock
The game was not initially meant to be so bloody. But Hotline Miami has influenced this quiet a bit.
Sometime during development, with all the million good ideas -the games scope broadens to a point where it becomes unmanageable. The hero of this game had gone though quiet a number of development cycles before we decided to go with a top-down view of the character and simplify the game.
I have been working on a game with a construct 2 game developer – Matt Freitas@Viivoice Games and we recently settled on a concept for a Clock Day. We have successfully got a solid prototype that establishes the game behavior.
Moving on to the next set of challenges in the pipeline- work has started on flushing out the game flow, art direction and story.