Exploding Rabbit

Exploding Rabbit is a support group for rabbits that have an increased tendency for spontaneous combustion. We also make games.

Super Retro Squad was put on hold last year because it was too difficult to make at the time. Although circumstances haven't changed since then, I decided to tackle the project alone. So far, it's going much better than before. I started out making a fan game, but I ultimately decided to go the full mile and make it original. The biggest hurdle for me was graphics, and I got over that by combining dynamic lighting with pixel art.

I will be making design changes to the game to make it possible for one person to make it. I'll be testing out some ideas on that this month. The video gives a good indication of what to expect though. There will be monthly updates on the game, but only patrons and backers can play it until it's released. This demo will be playable for them early next month.

You can support development on Patreon.
Update: The focus of the Patreon changed, so much of the information below is inaccurate and the video was removed.

I've decided to commit to development of Super Retro Crossover and to support its development with Patreon. I'll be doing a monthly release schedule, and I'm offering several rewards, including a downloadable version and access to early development builds. Nearly all of the rewards are available for redemption immediately (as a result of lessons learned from the Kickstarter).

You can watch the above video for more information, or you can visit the Exploding Rabbit Patreon page.

If anyone is wondering why there hasn't been any news on the game recently, it's because I was doing some experiments with original graphics to avoid using assets directly from existing games. It worked out alright, but not well enough to jump into now. I ultimately still decided to start with a fan game. I'll share my graphical explorations another time.
The next level I'm putting in Super Retro Crossover is the Magnet Man stage from Mega Man 3.

I finished setting up all the colliders for the level. This is how I draw them. They snap after they're drawn.

I also implemented a Mega Man style screen transition.

It's probably surprising to see Link. He was the first character I worked on, but I thought Mega Man was more fun, so I put him in first. I'm sure Link will show up soon, but I don't know if he'll be the second character.

I also implemented a new force management system since I'll be dealing with magnets pulling the player character around. The original system I made was mentioned in one of our backer updates for SAS, but I learned a lot since then and was able to simplify it drastically. (By the way, I recently made the SAS backer updates public because I may be referencing more of them in the future.)

Next I'll set up climbing, and after that I'll put in the enemies and mechanics, like disappearing ground.
I worked on Mini-SAS until early February, and after reevaluating some things, I decided to go back to a modified version of my previous plan, and I am once again working alone. I did not want to announce anything until I had something to show, and I do... already.

Super Retro Crossover is a fan game that combines various elements of existing retro games to create new experiences. Basically, it lets you play as characters from one game in levels from other games. This might sound familiar. It's a similar concept for the game I kickstarted in 2012, Super Retro Squad, later renamed Super Action Squad (SAS).

Why am I making this?

Ever since I did the SAS kickstarter in 2012, my top priority has been to make that game. However, as explained in our announcement to put the game on hold, I failed due to inexperience. Since then, I've had a huge amount of experience in a variety of challenging circumstances. I've worked with a lot of different people, a lot of different tools, and even on a few different games.

I wondered what would happen if I tried to make SAS now, by myself. To get an estimate, I decided to see how long it would take for me to put Mega Man into Castlevania starting from scratch. It took just over a month. Compare that to it taking me over a year and a half to make Super Mario Bros. Crossover. Sure SMBC has more levels and characters, but adding levels and characters isn't the part that takes a long time....
This is part 2 of our 2014 Postmortem. Part 1 was about going over the events, and this part is about reflecting on them. We have a list of prepared questions that we each answer about 2014. We also talk a bit about 2015.