So maybe you read the "About" page or maybe you didn't. Either way, I'm starting.
Prior to this, I've drawn (doodles to contest entries) since I was a kid, but have only been doing pixel art for a few years. Found GIMP to be my go to program for now. SUGAR HIGH SHAKEDOWN is a recent creation, but as I was messing with how the "hero" should look, I couldn't quite tweak him to what I wanted. The figure to the left was what I was just about to go with until I started rummaging through some old creations and "BAM!" I found him. Still may be in need of tweaks, but this is what I feel will compliment with the whole concept of the game. There he is...up and running with that little to no impact kick.
To top it off, I have most of the animations done regarding our hero. Okay, so that is decided. Now, too hash out the details.
When I was a kid, Double Dragon appeared at our local Count Fair. It was a tiny shed filled with arcades. Oh man, I can still recall that day. I was awestruck, as I was a fan of Bruce Lee and games. It was like both rolled in to one. I only had a few quarters, but honestly, I preferred just watching others play. When Abobo appeared, right then I thought what a cool villain to go up against. Years later, I made an arcade cabinet from scratch and recreated (to the best of my ability) the Double Dragon cabinet with Marquee, Panel Layout, Bezel, and all just so I can play it faithfully without the quarters. Anyway, years prior to that, Double Dragon came out on the Nes. Too many disappointments it was only 2 player vs and not co-op. Despite that, it still was an extremely enjoyable single player game (other than the unforgiving horizontal pillars that randomly come out in the last level). So what made it so fun (Side Note: If you want Co-op, play Double Dragon 2 for the Nes. It's tasty!)? Well, besides having the Abobo, it had a system to gain new moves via earning hearts. It gave you a sense of accomplishment in small increments and also some of the moves felt good just to perform. I never forgot that and so I plan to implement something similar in SUGAR HIGH SHAKEDOWN.
This leads to the planning. I'm a stickler for details (and if you read the "About" page, you know this is where my conversations with programmers is paying off). So taking in every programmer's advice I concluded that to entice the person who will be doing all the behind the scenes work, I need to provide a layout that can get them to visualize starting up the game, to entering the 1st level, and continuing on. Every little background art, behavior, reactions, upgrades, items, ways to achieve, patterns, ...etc. needs to be laid out in a nice format as if one was reading a book, but laid out in bullet points. Any game dialog must be included in how it would look and where exactly it should go to make it more coherent.
Now, I have this completed for SUGAR HIGH and the other game, REVENJA. It's all there. Oh the planning, but I don't think it would've been so detail if it wasn't for all the wonderful advice from those programmers. Oh do, I appreciate it. I can only share the complete details if you were to contact me at firstname.lastname@example.org and are an interested programmer.
My next stage is to go through each item and begin doing the art. I will simply check off completed things. Once again, a sense of accomplishment getting me closer to my goal.
Just trying out different things. I made mock up of a city landscape in the background and added trees to the park. Probably won't be the final product, but until it feels right, I'll keep going. Next Up: Try creating other city backgrounds and do touch ups of the "hero" in between.