Exploding Rabbit

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

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.


Greetings gentle readers. Welcome to my first development log for Mini-SAS. Forgive my stumbling as I learn the ins and outs of dev log writing. I welcome your feedback.

I am Catie, the Chief Art Officer at Exploding Rabbit. We have a specific aesthetic planned for Mini-SAS, and I am excited to get started on the eye candy! You may see a lot of test assets, and the ugly stages of art that artists do not like to show you because we, too, share the cultural delusion that Art is Magic. Art is often iterating a hundred times on a terrible first draft.

Before I start on Art with a capital A, I had to get some technical tests out of the way. Our aim is to plan this project around the strengths of the tools we have at our disposal in order to better make use of Jessy's and my limited time. This leads us to Sausage Man:

Sausage Man is our test character. I textured him in under 10 minutes with a tiling texture I made from taking 3 pictures of a Field Roast veggie sausage with my phone.

Presently, I am using Sausage Man to test my asset creation pipeline, and to inform my design decisions for the real Mini-SAS character line-up. I am looking specifically at rigging and animation tools. Some 3D packages have an auto-magic skeleton and control rig tool these days, such as Maya's HumanIK. While I have set up fancier custom rigs in the past, I...