☕ If you want to support the channel: https://ko-fi.com/rollthedices
To support the project: https://www.kickstarter.com/projects/emeraldcitygames/project-bubblegum/description
Website: https://www.emeraldcitygames.ca
Website: https://www.playbubblegum.com
Journey through the galaxy as a squad of space rangers in this dynamic, co-op action-arcade game for up to 4 players!
Project Bubblegum is an online and local couch co-op action-game for up to 4 players. This new spin on a classic genre includes RPG, puzzle and platforming elements all rendered in gorgeous 3D graphics. Explore multiple planets and experience plenty of drama as you take part in an epic space adventure.
* A Game for Everyone: Inviting visuals, diverse characters, easy to pick up controls and depth in all areas of gameplay. The game is designed to be fun for a wide audience.
* All New Beat ‘em Up: Classic genre reimagined in 3D with tightly tuned controls and fresh mechanics to create an experience like no other.
* Couch Co-op: Either online or locally. Enjoy playing with up to four players as you make your way through the campaign together.
* It’s got ‘The Feel’: Whether it's the first time you play or the last skill you’ve unlocked, controlling your character should always feel responsive with a dance of blocks, dodges, melee, and ranged attacks.
* Gameplay Depth: While the game is meant to be easy to pick up and play, it’s also important to have systems that allow skill growth. Players are able to continue mastering different aspects as they progress.
* Unique Characters: Choose from a group of heroes that play, look, and feel very different! Each comes with their own personality and sets of advantages and disadvantages.
* Curated Experience: No amount of content is procedurally generated. Every beat, level, and narrative element are hand-crafted with a storyline that guides the player through the game.
* Stylized Visuals: A talented team delivers a cartoonish art style following in the studio’s tradition with special attention to polish, detail and charm to thoughtfully tie in the story and the universe.
* A Whole New World: ECG’s first original title since Lionheart. Immerse yourself in a space fantasy opera that follows an endearing cast of anthropomorphic characters on a light-hearted and fun adventure!
Planned for release on PC and all major consoles.
The world of Bubblegum is set far into the future… but it's not our future. Wolves, Cats, Reptiles and hundreds of others species struggle to carve out their own niche across thousands of systems collectively called ‘Known Space’.
In the lawless regions known as the Territories, life is harder. Those planets are beset by pirates, nomad clans, alien monstrosities and worse. Yet there’s freedom to be had out there, one that lures the bold, the adventurous and, more often than not, those hiding from their past or looking to start afresh.
To support the project: https://www.kickstarter.com/projects/emeraldcitygames/project-bubblegum/description
Website: https://www.emeraldcitygames.ca
Website: https://www.playbubblegum.com
Journey through the galaxy as a squad of space rangers in this dynamic, co-op action-arcade game for up to 4 players!
Project Bubblegum is an online and local couch co-op action-game for up to 4 players. This new spin on a classic genre includes RPG, puzzle and platforming elements all rendered in gorgeous 3D graphics. Explore multiple planets and experience plenty of drama as you take part in an epic space adventure.
* A Game for Everyone: Inviting visuals, diverse characters, easy to pick up controls and depth in all areas of gameplay. The game is designed to be fun for a wide audience.
* All New Beat ‘em Up: Classic genre reimagined in 3D with tightly tuned controls and fresh mechanics to create an experience like no other.
* Couch Co-op: Either online or locally. Enjoy playing with up to four players as you make your way through the campaign together.
* It’s got ‘The Feel’: Whether it's the first time you play or the last skill you’ve unlocked, controlling your character should always feel responsive with a dance of blocks, dodges, melee, and ranged attacks.
* Gameplay Depth: While the game is meant to be easy to pick up and play, it’s also important to have systems that allow skill growth. Players are able to continue mastering different aspects as they progress.
* Unique Characters: Choose from a group of heroes that play, look, and feel very different! Each comes with their own personality and sets of advantages and disadvantages.
* Curated Experience: No amount of content is procedurally generated. Every beat, level, and narrative element are hand-crafted with a storyline that guides the player through the game.
* Stylized Visuals: A talented team delivers a cartoonish art style following in the studio’s tradition with special attention to polish, detail and charm to thoughtfully tie in the story and the universe.
* A Whole New World: ECG’s first original title since Lionheart. Immerse yourself in a space fantasy opera that follows an endearing cast of anthropomorphic characters on a light-hearted and fun adventure!
Planned for release on PC and all major consoles.
The world of Bubblegum is set far into the future… but it's not our future. Wolves, Cats, Reptiles and hundreds of others species struggle to carve out their own niche across thousands of systems collectively called ‘Known Space’.
In the lawless regions known as the Territories, life is harder. Those planets are beset by pirates, nomad clans, alien monstrosities and worse. Yet there’s freedom to be had out there, one that lures the bold, the adventurous and, more often than not, those hiding from their past or looking to start afresh.
Catégorie
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Jeux vidéoTranscription
00:00 [MUSIC]
00:09 >> Hi, I'm Derek Day.
00:11 I'm CEO of Emerald City Games.
00:12 I'm excited to tell you guys about a new game here called Project Bubblegum,
00:15 our first for PC and console.
00:18 Project Bubblegum is an all new beat them up.
00:22 It's been re-imagined in 3D with
00:24 tightly tuned controls and a mix of elements from different genres.
00:27 You play as a group of mercenaries and you're framed for a missing princess.
00:32 You go through a space adventure to clear your name,
00:35 and you hopefully survive long enough to save the galaxy too.
00:39 I love beat them ups growing up.
00:43 We would play the Turtles games,
00:45 Simpsons in the arcade with friends,
00:47 and then later some of our best memories are
00:48 playing through Castle Crashers with my kids.
00:51 I always admired how the behemoth took that genre,
00:53 and they added their own elements on top of it.
00:55 We wanted to do something similar.
00:57 Start with a really strong base,
00:59 honors the genre, and then try to add our own layers
01:01 on top of that to make it feel fresh and new.
01:05 So to pay homage to the genre,
01:10 we decided early on we were going to lock the camera,
01:12 and that actually presents a lot of challenges for us creating it in 3D.
01:15 But we spent months iterating on that and getting it to feel good,
01:19 and it really came down to the characters feeling great for us,
01:22 and that being a critical part for the foundation of this game.
01:26 And a couple of different ways that we're looking to add our own stamp to it
01:30 is through platforming and puzzles.
01:32 So we mentioned before how important locomotion is to us,
01:35 and we're really looking at ways of taking that
01:37 and then sort of elevating it into different ways
01:39 that you can play through the game.
01:41 There are different areas that are fun to do with other people
01:45 and find different ways to advance
01:47 and just break up the normal pace of the game.
01:50 The co-op experience is very important to us.
01:55 This has to be something you enjoy playing with other people.
01:58 You can still play this game single-player,
02:00 but we want to make sure that we're prioritizing the multiplayer,
02:03 and then we'll work our way back from there.
02:05 We've got an amazing concept artist here named Yousif Zamani.
02:12 He has perfect art style for the type of game that we're making.
02:17 Once Yousif started creating concepts for this,
02:21 we knew that this was going to be the art direction
02:24 that we wanted to get behind as a studio,
02:27 and it just flowed naturally for him
02:29 to start creating character concepts and environments
02:33 and really give the game the style that we would want it to have.
02:37 Story is a very important element for us here as well,
02:42 and we're lucky to have a creative director named Angus Saimi.
02:46 He's ex-Fable alum,
02:48 and he's really an important part of our studio
02:51 and creating that backstory that we use for all our games.
02:54 One of the things we wanted to do with this game
02:56 was create a narrative arc that you could follow.
03:00 So this was going to be a very curated game
03:02 where you have a story, you have a group of characters,
03:06 and you're following them over the course of the game
03:09 and really making the player feel immersed
03:12 in the world that we've created.
03:14 This is our first original IP since Lionheart,
03:20 and before that we made an original IP called Sacred Seasons.
03:25 This is something our studio does really well.
03:28 Our studio hasn't made an original IP for almost eight years now,
03:34 and a lot of the people were excited about creating a new one,
03:39 so we got really invested in this new world of ours
03:43 and creating some really fun characters for players to play.
03:49 One of the unique parts of the studio is
03:51 we actually look outside of Canada for our developers.
03:55 We bring people here from all over the world.
03:57 We have 25 countries represented internally here,
04:01 and it really provides a very cultured work environment for everybody,
04:04 and you can see that in the games that we make.
04:07 We spent the last couple years investing our own funds
04:10 into the pre-production of this game,
04:12 trying to improve the feel of the character
04:14 and experimenting with different elements.
04:16 We built a demo, but this was really just meant to prove out
04:20 some of the basic fundamentals of the game.
04:22 I'm a big believer in feel.
04:25 The game has to feel good,
04:26 and then you start layering more on top of that.
04:29 So very basic things like the character movement,
04:31 we iterated on that for months to make sure that it felt amazing.
04:36 And this is what we took to Gamescom.
04:38 So it wasn't necessarily a hit with the publishers,
04:42 but what we noticed over and over again
04:44 was that players really seemed to enjoy playing it.
04:47 Whenever we put the controller in somebody's hands,
04:49 they had a great time.
04:50 We could see it on their face how much they enjoyed it.
04:52 So we hope you like what you see.
04:57 We're really excited to make it,
04:58 and I thank you in advance for any support and pledges
05:02 that go towards building this game together.
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05:37 (gentle music)