//// Probably the best promotional piece we had on this.
//// This is the first BG mock up i did.
I'd say it ended up looking pretty much like it.
//// The game was kinda put on "hold" at some point for time and budget reasons and this is an option that was actually considered...
//// Those are some hipster studies i did based on Paul's sprite.
//// Those were drawn mostly by Jonathan Kim and Mariel Cartwright
and I tweaked and cleaned them in pixel.
//// Character Selection Screen
//// The original intention in the game was basically to have every possible character from the book as bosses, enemies or NPCs. So there would have been mid bosses in every levels before each exes. Obviously we had to cut a lot of those and also some level parts, so I've kinda put the concepts and studies back in here.
//// WORLD 1
Sub-boss would have been CRASH AND THE BOYS, we kept them as NPCs in Patel's intro.
//// WORLD 2
Here we thought of having a skateboard handrail grind chase sequence after Lucas' fight with the RPM's meter in a top corner or something, but it implied whole new sets of animation for every playable character so...
//// WORLD 3
One of the only level we were able to keep Envy and Lynette as sub-bosses.
We talked at some point about having an alternate battle inside Honest Ed with Todd creating crazy weapons from all the junk around him.
//// WORLD 4
This one originally started with a beach level with the guys from Super Spike V Ball as mid bosses, then a street part with a fight against Winnifred Hailey before getting on the street car.
And then there would have been a china town street part before the restaurant. That's maybe one cut I'm happy how it turned out.
But then I really wanted to have the players cross Ramona's house before jumping down in her garden to fight Roxy, this is one of the thing I kept as long as possible before having to finally cut it.
//// WORLD 5
Julie's party started with an October, Halloween themed street bit that was cut, but we were able to keep Robot-01 as a sub-boss.
Then we got to do this unique Super Fighting Robot Boss battle, but we had to drop a lot in the Twin's lair. It originally had 3 floors instead of one: a basement dungeon one, which was kind of twisted back in WORLD 2 as the nuclear set and a hunted mansion-like 2nd floor and then the Double Dragon 2 inspired shrine where you should have fought the energy twin dragon's from the movie as the sub-bosses before getting down to business with the K twins.
//// WORLD 6
This one was meant to be a bit longer to really feel a progressive weather change from winter to spring to summer and then to the eerie cemetery part.
I also had this idea of making a "Nega" counter part to every character, so whomever you'd play with would get to fight his own evils, but it didn't make it through game design.
//// WORLD 7
Here we were supposed to actually have a "lair of cool shit" section and a bar part before fighting Gideon.
//// MR CHAU'S RANDOM ENCOUNTER
I'm quite proud of this one ^_^
I thought we would have a lot more of those and we wanted to have the characters fly through them instead, or do all kind of cool tricks and references to old games like looping screen and stuff like that but it ended up being too much work for everybody.
One deception for me is the second fight with Gideon in here, we had a big placenta bubble thing to go over the mutated evil exes lower body part that would have made it clearer as what to attack exactly but it's integration was constantly pushed back until it was too late T_T.
//// ENDING CUTSCENES
It was meant to look more like old game endings where the characters are on a cliff and look at a vast land while credits unroll. I tried something...
//// EXTRA GAME MODES
I think this is something you'll need to download or unlock if I remember correctly.
Here I re-used the WORLD 4 beach level idea and we actually put the Super Spike V Ball dudes that Paul had designed in the crowds.
//// BATTLE ROYAL
And finally here is a little homage to some french marketing guy who kept promoting the game as being "all about kisses and cows", the tag line for the game being "kisses and chaos".
//// This is as good as it gets!
We've worked on this project for a year, half of it in Montreal where we were unfortunately very poorly managed, with an unqualified team and inappropriate tools which all got the game nearly canceled and drove everybody on the core team near depression. Then we had 5 crazy über intensive months in Chengdu's studio, where we had no time left and were all going completely crazy trying to pull this off.
Now it's done, it's out there and it should still kick ass pretty good!
Jonathan Lavigne was game designer;
Paul Robertson was lead animator on this and did all playable characters and strikers, almost all bosses and other things here and there;
Animation wise Justin Cyr, Jonathan Kim (persona) and Mariel Cartwright (kinuko) did pretty much all the rest
We also had a lot of help from most of Chengdu's studio, mostly on the programming and secondary animation side;
And I was in charge of all the backgrounds and over all graphics supervision as you can see here.
Hope you guys will like it!
[ Feel Good Hit of the Summer - Queen of the Stone Age ]