Design Crackers
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Time Crackers is a hyperbolically humored 3D Platformer taking inspiration from classics platformers such as the original Banjo-Kazooie, Super Mario Sunshine, as well as our own self-aware and out-of-the-box sense of humor.
Modern 3D Platformers have been quickly escalating in popularity, with great indies such as A Hat in Time and Yooka-Laylee helping to bring this long dead genre back into the cultural spotlight.However, to us, nothing yet has truly been able to fill the hole that was left by classics like Banjo-Kazooie and Mario Sunshine, so we’re aiming to bring the best of both worlds into the modern era. We’ve done our research on everything to make a successful 3D platformer, and for the past year and a half have been making amazing progress on making Time Crackers a reality. Our main focus is on a lot of small, open ended worlds like Banjo-Kazooie, complete with the satisfying and fluent controls of Super Mario Sunshine. These designs and mechanics are the basis of we're making Time Crackers to be.
WEBSTER Chris, 2005. Animation: The Mechanics of Motion. Oxford: Focal. LORD Peter & SIBLEY Brian, 2004. Cracking Animation: The Aardman Book of. 3-D Animation. London: Thames & Hudson Ltd. DISNEY, Walt (1937): Steamboat Willie. DISNEY, Walt (1937 - 2005): Disney's Animated Classics. 'Covering everything from familiar walk cycle techniques to character design, animal motion to sound synchronisation, each section is succinct and easy to follow.A well-researched guide that should be of use to animators of all skills and abilities.' - 3D World 'The book is written in a very easy and understandable way and. DONWLOAD PDF Animation: The Mechanics of Motion Chris Webster Full BookDONWLOAD NOW http. Animation-The-Mechanics-of-Motion, Author, Chris Webster. File size, 11 Mb. Language, English. File format, PDF. Category, Drawing. Chris webster animation the mechanics of motion pdf file.
Crackers begins with the very basics, jumping, ground-pounds, somersault, diving, you’ve seen it all before.
However, after he gets JET, things get really interesting. With JET, Crackers can do a simple hover like FLUDD in Sunshine. When you combine his hover with different moves, you can create a lot of your own ways to traverse each world. For example, hovering right after a dive to get horizontal distance, or circling tight ropes to jump from. In addition to this, JET will get many upgrades throughout the game such as StarFox-like underwater swimming mechanic. The best way to take advantage of JET's move set is by interacting with the environment, and we’re taking advantage by designing the worlds to encourage the player to use his move sets in the most clever ways possible.
Every world in Time Crackers is designed around Crackers's intuitive move set and collectibles, which include 10 main collectibles (DTB's) and 100 smaller ones (BIT Coins). Every world in the game is a playground open for you to explore however you want. We've designed the worlds so that they appeal to every type of player, from hardcore 3D Platformer veterans to the newest gamers. In terms of themes, gone are the generic grass, desert, and snow worlds which have become commonplace in most platformers. Every world offers a unique and original setting to explore, such as a mechanical forest, a Baby's room, and an underground coliseum, each with varying tones and objectives. 10 worlds are currently planned, with 4 are already complete, and with the help from Kickstarter we can finish the remaining ones much faster than we could otherwise.
Collectibles are the heart of any 3D Platformer, and we're building and constructing out worlds around them and Crackers moveset. We're making sure to have TC's collectibles as satisfying to collect as possible and used perfectly in each worlds design.
Each world hides one portal to a different dimension, one that has been completely decimated by the villain of Time Crackers. All that remains in these worlds are shattered remnants of what once was, never to be brought back. If Crackers fails on his journey all dimensions will succumb to this form, lifeless shells of their past. Each one offers a unique platforming challenge, putting your platforming skills to the test. To complete this levels, it is essential that you utilize Cracker's moveset to it's full potential. Your reward for completing these challenges is a piece of Cracked Matter, an item coursing with incredibly mysterious and unstable power.
There is no denying that Time Crackers is a weird game. From the characters, to the story, and the situations that will happen upon you, everything will surprise you so much that you'll never anticipate what is around the corner. There is no limits as to the weirdness of your encounters, from a docking town with citizens made of paper, to living household appliances, anything is possible in Time Crackers.The tone of the humor fits these odd scenarios perfectly, leading to hours of joy anticipating what our unwilling duo will find next!
Aaron Philip Martin Nicholas Taylor is the 18-year old lead developer on Time Crackers. After growing up mostly on Youtube and Nintendo games, he started a Youtube channel in 2016, which flopped hard. However, after analyzing a new, popular 3D Platformer and finding flaws within it, a spark for the love and appreciation of game design lit withing him. After 7 months of vigorous research into both 3D Platformer game design and marketing, he started work on Time Crackers. A year and a half later, Time Crackers now has a full development team working on it, and his Basement Dweller Games is a reality.
About Us
Time Crackers humor works best with Voice Acting, so we're getting every character in-game as well as (obviously) the main characters to have dedicated VA.
Crackers is being voiced by the esteemed BenBen, leader of the Arlo Fan Community. We've already contacted multiple others who are also interested in joining.
Time Crackers 's soundtrack, completely composed by Jacob Woodson, is a wonderful and bizarre mix of Zelda and Mario Sunshine. Each world will have its own unique track with variants thrown in there to fit the mood. Jacob Woodson is 18 years old, and has been engrossed in the world of music since his first piano lesson at the age of 7. He has grown up listening to game and movie soundtracks, hoping that one day, he too could create something people would want to listen to. Time Crackers is Jacob Woodson's first official game soundtrack that he has worked on, helping his dream become a reality.
Surprisingly, Game development is expensive. I’ve sunk the past 5 years of savings into Time Crackers so far in just a few months, and it doesn’t look like things are getting any cheaper. So for Time Crackers to progress at a pace where we can hit the 2020 release date, and not bankrupt myself in the process, we’d need an actual budget to work with.
We're aiming for Time Crackers to come to the one and only Nintendo Switch, as their business ethics and practices fits in line perfectly with our own as well as it fitting the system perfectly with it's portability and genre.