Super Hematoma is a beat-em-up inspired retro multiplayer fighting game which will have you pitted against your friends (or random jerks from the "internet") in brutal street fights. Whether you decide to go it solo or with a group of friends, your Bruiser will be able to bash, bludgeon, and break your opponents using a variety of weapons or even your bare fists. With a variety of arenas and game play modes to choose from, you'll be knocking knuckles with the best of them for hours on end. This project, which is in early development, hopes to bring classic retro pixels and music into a modern multiplayer brawler setting. We're a small team of two independent developers that are working hard to bring something fresh to the table.

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We’ve had it in our heads for a long time now, that this Oil Sands level that we were creating was going to be a hazardous level to play in. While admittedly it’s looked pretty straight forward until now, that’s because it’s really only been half complete. It’s now like… 60% complete. Or something.

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We’ve had it in our heads for a long time now, that this Oil Sands level that we were creating was going to be a hazardous level to play in. While admittedly it’s looked pretty straight forward until now, that’s because it’s really only been half complete. It’s now like… 60% complete. Or something.

I’m still trying to refine this into something that I’m happy with. At the moment this is just a prototype. Expect the flame animation, colors, lighting, and the way it ignites to change… but I thought that it would still be worth showing off a snippet of what we’re expecting out of the level.

a prototype of the oil sands level fire ignition for Super Hematoma

The idea is that we’ve got a multi-tiered level to play in… you can wade through the oil, jump up onto the rocks, or up onto the bridge in the middle. But if someone gets their mitts onto a weapon such as a molotov, or a flame thrower… well… the rocky areas are going to become your best friends quite quickly. The safe spots should be a little more clear in the end than this image would indicate. It was a pretty quick attempt at getting a proof of concept, and thus it’s not being masked particularly accurately at the moment.

And that’s why I say it’s only 60% done at the moment. I’ve got some ideas for how this is going to work, but there’s going to be a lot that will need to be done on Matt’s end to make this all work too.

Aside from the purely artistic and technical things of getting it to work, there’s also the question of how this should work in practice. For example… I expect that the fire will be able to be put out… but since I also expect characters to be able to catch on fire, I’m honestly not sure what the odds are that players will be able to keep the oil free of new sources of fire for any meaningful amount of time. Should characters be able to recover from fire -or should it set them ablaze and give them a timer that they can run around wreaking havoc until they die? Should they be able to move around freely in the fire – or should they bounce out of it immediately and take damage?

I’m looking forward to this coming together some more so that I can get these questions answered!

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isbeorn
isbeorn - - 837 comments

It's looking cool already. Will be even better when there are more colors in the fire. Do you have any ideas for how to put the fire out? I can't imagine how you would snuff out an entire sea of oil... :)

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Sprixelsoft Author
Sprixelsoft - - 24 comments

Good question actually :)
That's one of the questions that needs answering still

One thought is that I can have the flame animation just die down. Right now it's actually just a single animation with about 8 frames that's scattered around using sprites. I could continue to loop that for x amount of time, and then have a die-down animation to finish the cycle. The x amount of time might either get reset each time a new fire source makes contact with the oil, or it might just always ignite for the same amount of time.

I'd always imagined that it could get lit and die off and ignite again meaning that the oil is frequently safe to be in, but you always have that tension that it could be lit up at any moment, and that's something that I still think will make the level fun, but I never really imagined it to be a situation where the player could willfully snuff it out with any sort of an item.

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