Wednesday, August 16, 2023

Game Design - ANI NÚBIA: Fight like a Queen. (JoystickGG Game Studio/ CAYO Illustrations)


ANI NÚBIA: Fight like a Queen

ANI NÚBIA: Fight like a Queen is a 2D action and adventure game, where you control ANI - a young afro punk Brazilian girl, reincarnated as one of the 7 Priestesses of the reunified Ancient Egypt.

Check below the Teaser Trailer:

:

GENDER
Action & Adventure 2D.

TARGET AUDIENCE
Players from 10 years old.



PLOT

It is said that in the ancient tribes of a reunited Ancient Egypt, there were seven priestesses - one for each tribe, whose secrets were sewn on a piece of cloth, in the form of coats of arms.

Each tribe was protected by a guardian. Of the Seven Tribes of the Nubian Dynasty, only one was protected by the priestess herself.



ROAD MAP

The premise of the game is divided between a country and a continent: Brazil and Africa.

Being a plural girl, ANI Makena is a graffiti artist, break dancer, lover of Hip-Hop culture and good at arcade! In her spare time, she participates in rehearsals at the local Samba School as a youth flag bearer.

When starting the game, in Brazil, the player will be invited to interact with the routine of ANI Makena - a 19-year-old girl who lives with her single mother in the Liberdade neighborhood - close to the center of the City of São Paulo and who dreams of being singer.

Until a premeditated accident changes his destiny forever...


GAMEPLAY

In Brazil, each of your actions will have a type of gameplay that will change the control system, for example: graffiti on the wall of the metropolis, culinary skills when preparing an African dinner with vegetables picked in the back of your home garden and fierce disputes on Arcade machines.





When being transported to the reunited Ancient Egypt, instead of spears, swords and daggers, the young priestess ANI NÚBIA will use a single weapon: her supernatural voice.

Its screams emit electrical discharges that neutralize enemies, enable portals, activate platform movement, and other surprises.

Each of the screams has a color that corresponds to a type of electrical discharge emitted by the voice of ANI, who pronounces some magic words in Yoruba like:


HA-BEN. (What does "Courage")


I-WA. (What does "Character")

The attack of a certain color will only be effective if it is going to hit a creature that has an element with the corresponding color. So play wisely!

Throughout the adventure, the Gameplay System will feature dynamic battles, exploration moments and puzzles.



BUT HOW TO PLAY?


With JoyCon or Nintendo Switch Traditional Controller:
*Digital / Analog Directional: Walk/ Run
*Y button: Weak Scream
*X button: Medium Scream
*A button: Loud Scream
*B button: Jump
*ZL button: Interact
*ZR button: Special Shout




With the XBOX Controller:
*Digital / Analog DirectionalWalk/ Run
*X buttonWeak Scream
*Y buttonMedium Scream
*A buttonLoud Scream
*B buttonJump
*ZL buttonInteract
*ZR buttonSpecial Shout



With the Desktop or Notebook Computer:
*A e D buttonsWalk/ Run
*buttonWeak Scream
*buttonMedium Scream
*buttonLoud Scream
*buttonJump
*ZL buttonInteract
*buttonSpecial Shout


ENEMIES


As well as the characters, the hand-drawn and painted enemies are based on mythological entities from African folklore such as SINKINDA - who is the personification of Vampirism. (which feeds on people's vital energy).


 
TECHNICAL AREA

ART STYLE
In Cel-Shading, hand-drawn and painted 2D characters will explore pre-rendered three-dimensional scenarios under side-screen progression.


Powered by Unity, the game's artwork blends:

3D scenarios made up of polygonal graphics with realistic light effects and application of pre-rendered textures.


Characters drawn and painted by hand in Cel-Shading with Mangá techniques - Japanese Comics.

ART DIRECTION
The look references the colors of Tansian Art, Hayao Miyazaki's anime aesthetics and Pablo Picasso's cubist art.



SONOPLASTY

Composed by João Fahl. (DJ & Musical Consultant), the central soundtrack of the game began with the process of inspiration and territoriality of the character.

Other instrumentals were produced by Mago Látex. (Rap producer from Minas Gerais, who collaborated with some underground groups in the 90s and created soundtracks for theater plays and audiovisual productions)

The team mapped some of the sets so that the acoustics followed the essence of each setting in production.

Singing Songs and Nostalgic Echoes of the 16-Bit Era!

During the course of the game, the musical art ranges from the rhythms of Hip-Hop Culture to the frenzy of purposeful Electronic Music, with a mixture of styles that encompass diversity and ancestry such as Samba, Blues and Afrobeat.

The sung soundtrack has the compositions of Brazilian MC's Ríncon Sapiência, MC Soffia, TenguSensei, Arcanjo RAS and other guests.

All dialogues are dubbed and subtitled in Brazilian Portuguese. The game will also support other languages.

Sound effects pay homage to 16-Bit console classics.

The stage changes will receive specific introductions, captured by the size of the environments so as not to promote the player, the auditory fatigue.


JoyGG GAME STUDIO

As part of the Creation Studio - CAYO Illustrations & Communication, JoystickGG Game Studio is formed by a multidisciplinary team that makes up the different areas of activity essential for the creation of the first game - ANI NÚBIA: Fight like a Queen and other projects in development.

CAYO Eduardo
Game Producer
Screenwriter
Art Director
Illustrator
Research Agent

FRANSCISCO Borin
Game Designer
3D Artist 
Tech-Artist

KENNEDY Vinícius
Programmer
Technical director

JOÃO Fahl
Videomaker
Sound Designer
Music Composer

TUANY Damasco
Illustrator

RAFAEL Mourão
Screenwriter




TIMELINE


WHY DO WE NEED A PUBLISHER?

Funding

Marketing Suport

Porting

QA & Localization

Platform Holder Support



PROTOTYPE DEMO

Currently, the game ANI NÚBIA: Fight like a Queen has only 20% of its development completed. To gather feedback from players, the JoystickGG Game Studio team will soon make available on the network a demo of the prototype with the central implementation of the Gameplay System so that the development team can refine and improve the final version of the game based on feedback from
players. users..

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