Baku Baku Revival (Canceled)
Baku Baku Revival (Canceled)
The remake of a classical SEGA game from our childhood, updated to a modern gaming audience, including online multiplayer.
The remake of a classical SEGA game from our childhood, updated to a modern gaming audience, including online multiplayer. Read more
About this project
Project - Baku Baku Revival is a falling block puzzle arcade game. There are 2 types of blocks: animals, and food. Each animal has its favored food, and when it is aligned, the animal will leave its block and eat all the food which is adjacent. Larger groups of nearby food of the same type result in higher scores, likewise, the player is encouraged to create combos, and multiply the score. For each combo, the player will also send blocks to the adversary, which will complicate the strategy, creating an extremely addicting game dynamics. The match ends when one of the opponents can't place any more blocks on their game stage.
- High definition and colorful 3D graphics, making full use of the latest Unity engine
- Vibrant animations will make the game thoroughly enjoyable to those who play and to those who watch it being played
- Deceptively easy gameplay grows in strategy and complexity as you progress the campaign
- Embrace the global challenge to be the best with multiplayer opponents from across the world
- Original Soundtrack created by composer Oleg Pliasunov. It's catchy and youthful themes will run through your mind even when you're not playing
- Extremely addictive and fun to play
The action takes place in a zoo. When the animals get fed up with being the stars of the place and being only given the scraps to eat, they start their escape! Playing as a rebellious monkey, on each level the player will rescue a different class of animal, battling against zoo keepers, firefighters, the police (among others) and, finally, the evil zoo owners!
Grandes Planos S.A. is a Portuguese communication agency and software house, specialized in all types of digital and mobile solutions, marketing and design. With a varied portfolio on areas such as advertising, web design, software development and video, we are entering the game development area with this project. Our team consists of 32 people, but only 5 of them are directly developing or related to this project:
Ricardo Gomes, is one of the founders of Grandes Planos S.A. and a well-known Project Manager. He worked for renowned IT enterprises for several years, and a number of his projects received innovation awards across the world.
Joel Silva, is one of the founders of Grandes Planos S.A., is the most critical person in this project. He tests, finds bugs and gives ideas to improve the overall game experience in order to bring an amazing game to you.
Ricardo Pinto, is the Lead Creative Director and Lead Artist. He has several years of experience in the gaming industry and has worked for some well-known Gaming Publishers.
Tiago Costa, is the main game programmer of this project. He's been programming since his early days and has some crazy imagination... And kills teddy bears with his bare hands!
Oleg Pliasunov, our composer with a vast experience in music, sfx, developed a masterpiece in sound and sfx for this game.
Currently we have about 1/3 of the art made, and are halfway on the programming end. In terms of art, we have all the gameplay elements finished, meaning, the blocks, the animal heads, and their animations. We have the main protagonist finished and animated, as well as one of the adversaries (the cop).
About the programming, we are finishing the computer AI for the single player (the game will offer 8 stages in single player. That will be the campaign mode and work as a practice mode for the main multiplayer mode).
We still have to implement the online multiplayer section, which will require more people to assure its stability.
We are working non-stop on the new art assets and hope soon to be able to start working on the online multiplayer section, but all this will depend on the success of this campaign.
We are a small company, and work on a tight budget, therefore, it was always our idea to approach Kickstarter at some time during the developing process. We have the need for external funding to be able to fulfil our vision to its fullest. We had 3 things clear:
- Before moving on to Kickstarter we must have a strong hold of what the final game will be, its final look and working gameplay;
- Kickstarter provides us with an invaluable opportunity to assess the demand from the fans, and to incorporate their feedback into the final game;
- Kickstarter gives us the opportunity to extend our Development Team which will allow us to create a real masterpiece
It will permit to integrate 4 full-time developers that will allow us to meet our launch date, without quality compromises.
SPECIAL KICKSTARTER SECRET LEVEL:
Risks and challenges
Work has been evolving very well, and we're confident that our game will meet your expectations.
However, once we are a small team, the process of creating the remaining art and the debugging stage will take more time than if we had more elements in our team. We are counting on your help to be able to include 4 more developers, to assure that we'll release the game by the second quarter of 2016, with the best quality possible.
Apart from that, our biggest challenge will be to incorporate the feedback given by our backers while keeping the release date. We will always be close to the community in order to create a game that will appeal to all the backers.
As of right now, we are in conversations with SEGA, and Noboru Machida (Director of the original Baku Baku Animal), and during the campaign we will update the backers with more informations.Learn about accountability on Kickstarter
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- (30 days)