We were heavily inspired by a good number of sources when we began to conceptualize Super Hematoma. We loved the beat-em up style of gameplay from the NES era of games, the graphics of the Neo Geo, the competitive style of pc games, and the timbre of both the NES and Game Boy soundchips.
According to Carl Sagan, “The nitrogen in our DNA, the calcium in our teeth, the iron in our blood, the carbon in our apple pies were made in the interiors of collapsing stars. We are made of starstuff.” While Super Hematoma is a game about Bruisers engaging in bloody brawls to brutally bash each other’s brains out… we actually want it to be a game that’s open to everyone.
At the end of April and through early May, I was working furiously to get a bunch of animation done so that we could have our first playable demo. Since then, I’ve been vising other tasks on my to-do list including sound, background revisions, UI prototyping, and some effects work. But now I’m back into animation mode again.
For the past few years, I’ve been bringing home the bacon thanks to my work in visual effects. I’ve been working primarily with high end visual effects packages such as Houdini and Maya, and have been mostly performing lengthy sims, intense geometry manipulation, and shader writing to get those pretty images up on screen. You’d expect that working on a pixel-art game, I’d be leaving the high-end packages alone, right?
We’ve said from the very start that we hope to be able to include a level of character customization in Super Hematoma that will help add some depth to the multiplayer experience. We’re still not 100% sure how many people will be playing simultaneously in any given match, but we’re hoping it will be a lot. Therefore, we want to provide lots of options to choose from.
Super Hematoma is running, bruisers are bruising, test play is happening.
What I’m getting at is that you can like play it now and stuff. It’s skin and bones at the precise moment, but the concept is at work! *High five*
It’s been an incredibly busy week for us here at Sprixelsoft, and we’ve made some great progress in the development of Super Hematoma! Code’s been pouring out of all of Matt’s orifices, wearing down the letters on his keyboard. I’ve been animating so hard that my left eye was twitching for two days straight. Hardcore.