Mock manual


well this is it i guess. aight soo

heres the short version of every thing i gotta say into a monster project.

  1. Introduction

Angel Freelancer is going to be a 2d hand drawn brawler set in a cartoonish noir world made for everyone. With a emphasis on aerial combat, the player will take control of a human cyborg named Becky Airlene, in which she will go through 9 levels with varied enemies and environments. 

    2.  Gameplay summary

  • the story: a young human cyborg named Becky Airlene after witnessing a peak in criminal organizations in her town, finally decides to start using her wits and abilities to become a hero. (cheesy, but simple).
  • the game: the game will have a look not even close, but similar to something like this(from an upcoming game called nightmare cops).

the games main gimmick to diversify itself is its focus on aerial combat. As the player takes control of becky and her Ability to produce, manipulate, and fight with wind based attacks.  Ranging from skills like ,flying/floating, inflating body parts to be able to deal long heavy damage, wind based attacks(cyclones, shots, bombs, etc), and probably more that hasn’t been realized yet.  To set all of this up, the game will have 9 levels, with a total of 3 different locations. each location ramping up the difficulty with more challenging hazards/enemies with their own gimmicks. Add a simple story on top and thats the game premise in words.

   3. inspirations

  • for tone and theme, (despite the fact you said small) Arkane's Deathloop helped realize its "noir" theme.

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  • for art style (a little smaller) lab zeros..... well now future clubs skullgirls will be a baseline into how the art could look.

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  • and finally gameplay...... ohh boy. the game by itself is very "on its own"... but if i had to pick a game that helped give it a shape... its a game thats not even out yet, Newgrounds upcoming nightmare cops.

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now lets look at some design works

1.

this is a look at the main hub for the game. i want it to be in a secret room. 

2.

now a little concept at the level look. lilke i said 2d. while it will have a little platform elements (it is a flying based game) they are only somewhat complmentary to the combat. which..

3.

heres a little concept of the combat. as you can see, its suppoesed to be a little hecktic. with becky being able to move around at ease and dodge mid air as long as she has energy to... also axe kick people mid air as well.

4.

heres a little more combat. here beck is showing of her wind powers, shooting out some gust on a beefy enemy. while puffing her legs to do a scissor grab on a incoming one too. no you probaly won't be able to do both scissor grab and a puff shot both. sorry.

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the final. a concept of a boss fight which enovles becky clashing wind with a dust like opponet. in detail, its the first boss, so i want it too be fair, to keep the player from touching the ground too.


now lets go into some world design

1. corrupt police station


1.  

the first case/world will take place inside a corrupted police station mixed with dust. the enemies aren’t too hard, but the dust can and will bind you.

2.

fire oritated assasin hub

this is the second world. the main gimmick here is the fire which impacts enemies and you. they are also assasins which serves the first picture well.  (the hidden part.)

3.

telekenitic evil business.

the final world/ case. and definitely planned to be the hardest.  it mixes telepathy together which means all the mechanics before will be here along with some new ones.  

now lets look at some UI

aight so lets explain.

1. is the health/ energy bar. its supposed to be artistic, but straight to the point. bar representing health, air coming out of thing representing energy.

2. is the title screen. i want it to be subtle which is why i combined becks powers with it.

3.  last it the loading screen. i want the player to be able to occupy themselves with something, so i  want to have them be able to interact with the photo by pushing wind to occupy themselves while the game loads.


so finally. heres the concepts of becky airlene

1.

so heres becky herself. since its a noir style, she wears a sweater tor over a vest. but since its also modern, she has jeans and slip on shoes. (yes all of her clothes are stretchy to support her powers).

2.

heres a sneak peek at becky with color. since she is a fleshy cyborg, her skin is a little grey, and her cloth colors are supposed to be darker (rushed my apologies)

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now a look at beckys side and backshot. which aren't too different but her hair can share the sentiment.

4.

some extras. ranging from becks confused pencil holding, to a sneak peek at her puffing up her arm.

5.

hey as it says, every angel needs a way to show justice. and its a camera here.

now for some minor things

alright, now a little pixel art

becks camera 

becky herself in a bad pixel form.
 and a enemy concept. the fire assassin

uhhhh... yo. 

still don't know who this is i swear   

 she looks a lot like beck right? so uh yeah. look ill leave both of them below and hope for the best.

   



so now at last, but certainly not least, the color schemes.

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Complimentary

2.

Monochromatic (my favorite out of the bunch)

3.

Analogous.

....

so uh yeah. if ya made it tooo the end, thanks. if you see that this is late teach, instead of begging, heres some old art



becks old hideout

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