€1,280
pledged of €8,000pledged of €8,000 goal
52
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Tue, September 4 2018 10:45 AM UTC +00:00
Shinu Real ArtsBy Shinu Real Arts
First created
Shinu Real ArtsBy Shinu Real Arts
First created
€1,280
pledged of €8,000pledged of €8,000 goal
52
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Tue, September 4 2018 10:45 AM UTC +00:00

About

Wings Of Bluestar Demo Version 1.0.3
Wings Of Bluestar Demo Version 1.0.3
  

Wings Of Bluestar is 2D hand drawn horizontal shoot'em up that combines core arcade gameplay with modern home console features, like a story mode in a visual novel style with dialog choices, trophies, artworks to unlock using in game collected points, new game modes to unlock like the Boss Rush etc.

The full actual cast, may get bigger.
The full actual cast, may get bigger.
  • Platform: Steam (Windows as a primary goal, however, If the game does well enough on Steam, a console port will follow, especially on the Switch and PS4).
  • Control: gamepad/arcade stick and keyboard.
  • Language: English.
  • Number of players: One or two in local multiplayer (not included in the demo).
  • Leader board: yes (not included in the demo).
  • Difficulties: 4.
  • Saving: yes (one profile).
  • Steam Achievements: yes.
  • Description: Shoot'em up, shmups, arcade. 
  • Release date: Mid 2019.

In the shmups (stg, shoot'em ups) community, we are used to people non familiar with the genre saying that all shmups are the same. Even though it's not entirely true, I can see why they think so.

It's from that standpoint that I wanted to create a shmups, that's not just a cool arcade game, but also a game that offers modern features and a high reply value, that'll keep the player coming back to the game.

This feeling of reply value comes from a personal experience that I had with Soul Calibur (1) on the Dreamcast. And here, I wanted to recreate the same type of fun I had, in which you keep playing, gathering points (in game money) in order to unlock artworks and other features. 

That's for the reply value. As for the actual core gameplay, Wings Of Bluestar has a unique concept that combines risk with reward (hence the presence of "risk point" in the game).

More information about the scoring system for each ship is to be found bellow on the players section.

 - Good musics are very expensive. I've asked artists around and the average asked price was 200$ for 2 minutes. Even if this KS succeeds, it won't be able pay for that much. That's why we should keep looking  for other artists and possibilities.

- Steam Market fees aren't that expensive, but add to this software licencing, it's quite a lot. 

- We still need other voices for the game; 2nd ship, intros or eventually dialogues for the story mode. As for external help, we mean by that freelance 3D artists who create 3D base models for our 2D artist to draw over. Especially assets like debris, explosions and other small parts that are hard to animate smoothly without a 3D reference. We already experimented that with the 1st ship shield, hence the smooth rotation.

- In order to deliver the game in the mentioned date, we'll need external help, especially with the rewards. Like a designer to make the art book and additional help from an illustrator to help our artist fill the art book the best we can.

- And of course advertising. No matter how good a product, no ones will buy it if they don't know about it. Even if the game is released, advertising towards better selling will help the studio on the long term and will help us create the sequel to WOB or even a new shmup IP. 

"Update" new ship launch short intros before each stage are being added.
"Update" new ship launch short intros before each stage are being added.
                   
                                                                                  
Wings Of Bluestar Demo Version 1.0.1
Wings Of Bluestar Demo Version 1.0.1
"Idola", one of the main characters
"Idola", one of the main characters

 Stage 3 is full of tight passages:

 And some tricky enemies:

 Bullet hell gameplay for boss 2:

The gallery mode menu
The gallery mode menu

The game has been in development for almost 2 years now and we have achieved the followings:

  • 4 fully playable stages with bosses (first stage in the demo).
  • 2 player characters, each ship has its own play style.
  • 4 levels of difficulties to chose from in the options.
  • 2 types of gamepad controls, arcade stick and 3 types of keyboard controls.
  • Saving.
  • Hi-score.
  • Scoring/combo system for the first ship.
  • Full animated intro.
  • A solid trophies system with 3 trophies to unlock in the demo.
  • A solid gallery menu, offering original art, fanart and concept art to unlock (8 artworks to unlock are available in the demo).
  • Beside the games' score, there are secondary items to collect called "Risk Points", they are the in-game currency.
  • 6 original soundtracks.
  • A simple image tutorial.
3rd stage, parts 3
3rd stage, parts 3
  • More stages, at least 6, each one is 5 minutes long + boss fight.
  • A story mode in a visual novel style, offering dialog choices.
  • Local 2 player mode.
  • Local and online leader board.
Work in progress of the leader board
Work in progress of the leader board
  • Steam achievements.
Available in-game achievements (demo version)
Available in-game achievements (demo version)
  • Key mapping for gamepad and keyboard.
Arcade stick preset added recently
Arcade stick preset added recently
  • A Boss Rush mode to fight bosses under a timer.
  • More trophies to unlock (we are open to achievements suggestions all the time).
  • More artworks to unlock.
Gallery menu containing 8 artworks to unlock for the demo
Gallery menu containing 8 artworks to unlock for the demo
  • A shop to unlock extra continues and other features.
  • An interactive tutorial.
Early footage of the interactive tutorial
Early footage of the interactive tutorial
2nd ship main weapon
2nd ship main weapon

WOB aims to bring a pure arcade experience with solid controls and a sophisticated scoring mechanism that differs from each player/ship.

1st player ship doing some scoring using its released shield
1st player ship doing some scoring using its released shield

 And while the stages are more of a classic shoot'em up, boss fights tend to be more bullet hell oriented, especially at higher difficulties.

2nd boss in all its glory
2nd boss in all its glory

1st ship: Bluestar

1st ship "Blue Wing"
1st ship "Blue Wing"
  • More on the defensive side.
  • Uses a shield that launches a super attack when released.
  • Has two fast shooting satellites. 
  • Average speed.
  • Powers up by collecting items.
  • Weak fire power.
  • Hi-scores using the shield.

As mentioned above, "Blue Wings" is slow, has a weak main power, but has a powerful shield that acts as a protection (can take up to 10 hits), hi-scoring tool, in which you run into enemies to trigger a combo and hi-score, which is of course risky, because you'll have to get close and lose shield health, and finally, you can use it as a power attack when you release it. When released, it turns enemy bullets into red jewels, which have a higher score value.

And finally, the turrets that the ship gets can be used as a twin shooter when the 2nd control preset is chosen.

2nd ship: Altair

  • More on the offensive side.
  • Has a charging beam.
  • Has power attacks that can be collected.
  • Has two slow firing satellites.
  • Moves fatser.
  • Powers up by hitting enemies.
  • Stronger fire power.
  • Hi-scores using its charge shot.  

in contrast the the 1st ship, "Altair" is more on the offensive; more speed, more main fire (the fire actually leaves a spark effect when it collides with enemies, which do additional damage) and more importantly, a charge shot that cancels enemy bullets, do higher damage and is used to hi-score.

However, due to the power of the beam, it has a certain time to cool down, so you have to use it wisely, because the ship can't use its main fire while the beam is launched.

The vertical area covered by the beam depends on the ships' level, which you level up when shooting enemies. 

 As for the turrets, they fire slow but, in contrast to the first ship, can shoot in opposite directions.

Aya and ship cockpit
Aya and ship cockpit
Idola, one of the villains
Idola, one of the villains
Yuri, Zarak, Blade and Aya
Yuri, Zarak, Blade and Aya

The events of WOB start after humanity made contact with an alien and mysterious artificial intelligent. Due to the peaceful nature of the approach, humans learned many things from the aliens and witnessed a huge technological jump, especially in the branch of space travel, Prosthetics and weaponry.

But this peaceful relationship couldn't last and the artificial intelligence, led by an entity called "Idola", started attacking earth in an attempt to take control.

However, Earth resisted the attack and so the United Earth Defense had to lead the war against those mysterious artificial enemies.

Our main characters, Aya, the trainee pilot, and Zarack, the young veteran, alongside the United Earth Defense soldiers, will embark on a journey to face this once an ally, now a fierce enemy in a battle that will determine the fate of the blue planet.

As the characters evolve during the story mode, they'll have their own story and reactions to the events.

The world of "Wings Of Bluestar" is certainly advanced, but it doesn't mean that it isn't varied; it goes from space stations, underground facilities to ruins surrounded by nature.

A world in ruins, "Accessia"
A world in ruins, "Accessia"
Screenshot from stage 4
Screenshot from stage 4
Space hangar from the first stage
Space hangar from the first stage
A manga page test I've made.
A manga page test I've made.
Inside "Blue Wing"
Inside "Blue Wing"
Ready for launch
Ready for launch

Update: Here is the boss from the 4th stage, it was a pain to code; with all its phases and behavior:  

Stage 01:

Short gameplay from the 4th stage:

Stage 2:

Shield release:

Stage 3:

3rd boss gameplay:

 Unlocking artworks in the gallery:

 Stage 4 (newly finished):

1st stage
1st stage
1st stage
1st stage
1st stage
1st stage
3rd stage part 2
3rd stage part 2
4th stage, still a WIP
4th stage, still a WIP
4th stage, still a WIP
4th stage, still a WIP
2nd stage, back to earth
2nd stage, back to earth

I've always been a fan of shoot'em ups, from the Atari 2600 days. Shoot'em ups belong to the core of video gaming and till today, they managed to preserve that core gameplay mechanism, despite the graphical enhancement. 

And for that reason I've always dreamed of creating my own shoot'em up. Ans since this project is a life's work that I want to share with the community and deliver the best work I can make, crowd funding comes into the game; because I need people to help me with stuff that I can't make on my own, or that aren't my field of expertise. 

With that said, our main uses of this funding are:

  • First of all, every backing means a lot to us and will give us more confidence that we are going in the right way.
  • Paying for Steam fees.
  • Buying the software's needed for the game development.
  • Compensates the team for their hard work.
  • Paying music artists for better and original sound tracks.
  • Paying 3D artists for better base machine animations (the game is still 2D hand drawn).
  • paying a writer for text correction and better story experience.
Concept for the first stage
Concept for the first stage
Concept for the first boss
Concept for the first boss
Concept for the  2nd boss
Concept for the 2nd boss
Early Aya concept
Early Aya concept
Stage 3 level desigh
Stage 3 level desigh

 - Shinu Real (Facebook / Twitter / Deviantart )

Artist, programmer and level designer.

Do concept art, illustrations and comics.

- Meskeyni (Twitter)

Head of marketing.

 - Cowsloveclover (Facebook / Twitter )

Voice off for female announcer.

Artist and illustrator

- Dan Larsen (website)

Soundtrack artist

Risks and challenges

We've been working on this game for almost two years now and the game is around 60 or 70 % completed. While this percentage represents the core mechanics and our main vision, the remaining work is as crucial as the one already achieved, since they are the necessary last touches that will make this project into a fully playable game.
One of the risks that comes with developing a shoot'em up is that the genre isn't that well known in the market. That's why we've been counting on the fans of the genre and the shmup community to support us.
And as mentioned before, we achieved this much working on our own without external funding or support (except the moral support from the community), so we are sure to make this project a reality with your support.
- Core mechanics/engine of the game are already done and functioning, and half of the assets are done as well, so the remaining work is mostly assets work and level design.
- Only reason the game may not be finished is either a natural disaster or one of the main team members suffering from a health issue.
- The optimal time needed to finish the game is 6 months, but may be delayed to a full year in order to polish the game if needed.

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Funding period

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