Omega : The first movement Dong Hai Huynh OMEGA - THE FIRST MOVEMENT The innovative rhythm-based action battle game with storyline through levels Best Hot New Ga… Free Buy Now Watch Media DetailsOMEGA - THE FIRST MOVEMENT The innovative rhythm-based action battle game with storyline through levels Best Hot New Game on HCM ComicCon 2014 Overall introduction: Omega-The first movement has the advanced gameplay that bring a new mixture between original rhythm-based games and battle action. With this game, you can experience both intense moment of action battle, a light touch of strategy while feeling the beat of music. Features: -Innovative gameplay that offers and mixes elements from both classic rhythm-based gameplay and battle action gameplay. With its unique point, this gameplay bring out a new feeling to experience music type gameplay. -Upgrading system and quest system -Story mode through 15 levels with various of careful customized puzzles, and endless Survival mode -Mixture visual style of hightech and retro 20th century and high quality ingame graphic that build a completely unique world. Detailed animation, stunning effects -Amazing Background Music thanks to the great work of IK-Sounds, best known for in charge of composing sound effects and background musics for Cut the Rope 2, Mystery Expedition: Prisoners of Ice... -Moving storyline with marvelous artworks implemented ingame that await for you to discover all through 15 levels of story mode. Information Seller:Dong Hai Huynh Genre:Action, Music Release:Jan 13, 2015 Updated:Jul 08, 2015 Version:1.3 Size:198.9 MB TouchArcade Rating:Unrated User Rating: (1) Your Rating:unrated Compatibility:HD Universal Subscribe to the TouchArcade YouTube channel coolpepper43 ð® Spam Police ð Aug 31, 2012 4,615 7 38 On the toilet #2 coolpepper43, Jan 13, 2015 Omg omg thank you metalcasket!!! Has anyone played this yet? Any imps? Exact-Psience Well-Known Member Jan 12, 2012 22,664 2 38 The Work-At-Home Guy Philippines #3 Exact-Psience, Jan 13, 2015 Woh... This looks sweet coolpepper43 ð® Spam Police ð Aug 31, 2012 4,615 7 38 On the toilet #4 coolpepper43, Jan 13, 2015 I couldn't resist and I picked it up. It's an interesting mix of RPG and music rhythm games. It seems that the 15 levels could be over quite fast but I'm not 100% sure yet. Each level there are three objectives to complete but you only have to win to goto the next level. That could add some replay value. coolpepper43 ð® Spam Police ð Aug 31, 2012 4,615 7 38 On the toilet #5 coolpepper43, Jan 13, 2015 I officially really like this game a lot and I can easily recommend it. If anyone has any questions let me know. So it seems if you complete all of the objectives you unlock the hard version of the level. So the replayabily looks really good for this game. GoyaStudio Member Jan 12, 2015 12 0 0 #6 GoyaStudio, Jan 14, 2015 Last edited: Jan 14, 2015 [OMEGA The first movement] Battle rhymth based game won Comiccon VN 2014 Hi everyone, We are Goya team, an young indie mobile game dev team. Say "Hello!" to the world now guys! Weve just released this game after 4 months hard working OMEGA - The first movement Link down game: https://itunes.apple.com/us/app/omega-the-first-movement/id953741990?l=vi&ls=1&mt=8 Here's the link for trailer: http://youtu.be/aKxZNCyqYCw Here's the link for demo clip: https://www.youtube.com/watch?v=HtZydOn-92I We would like to share our game's making process, in order to give out and receive more knowledges. Any feedbacks are warmly welcomed with all our thankful hearts XD. And, since I'm not a native English speaker, so if just anything of my words that make you guys confused, please tell me too. This is the contents we will post in a row, on this game making process topic 1. Overall views about the game 2. Growing idea, prototype, and fail prototypes 3. Storyline though game, Concept, Sketch, and Final art 4. Unity or Cocos2Dx 5. Animation: research and solve 6. Work with composer 7. Presskit + Trailer 8. Public test and won the Hot new game reward in Comic Con HCM 2014 9. Problems we had to face up with in the whole process 10. Released Follow our journey here or our blog: https://goyastudiogame.wordpress.com Visit our homepage for more info: http://www.goyagame.com coolpepper43 ð® Spam Police ð Aug 31, 2012 4,615 7 38 On the toilet #7 coolpepper43, Jan 14, 2015 Hello! There was already another thread for your game. I bought it yesterday. Here is what I posted in the other thread. "I couldn't resist and I picked it up. It's an interesting mix of RPG and music rhythm games. It seems that the 15 levels could be over quite fast but I'm not 100% sure yet. Each level there are three objectives to complete but you only have to win to goto the next level. That could add some replay value. I officially really like this game a lot and I can easily recommend it. If anyone has any questions let me know. So it seems if you complete all of the objectives you unlock the hard version of the level. So the replayabily looks really good for this game." GoyaStudio Member Jan 12, 2015 12 0 0 #8 GoyaStudio, Jan 14, 2015 Thank you! Thank you very much for your good and fast comment! We're all here so happy and welcome all you guys feedbacks. We're gonna post our making game process. Your followings and feedbacks would give us a lot power to move forward. Thanks! GoyaStudio Member Jan 12, 2015 12 0 0 #9 GoyaStudio, Jan 15, 2015 Growing idea, prototype, and fail prototypes This is how we made this game Omega - the first movement from the very first start. The whole process is of course not perfect, but we tried our best the whole time and had a very worthy happy time, so we hope you guys may gain some experiences from reading these lines. Growing idea, prototype, and fail prototypes We're a team of 1 programmers, 1 game designer, and 3 artists, we always work together from all steps, including designing gameplay, making concept, testing, and also self-published marketing steps too (this self-published stuff, as I think, is kinda a hard and strange field that almost all indie developers must face up with T.T) Step 1 With this second game, at the very first, we did choose out 2 main traits that we wanted to follow the most according to our current situation: This must be a small scope game ( not a very tiny/mini one, but must not be "complex" since we didn't have much time and money, and making kind of 6-months worth working game was kinda out of budget ) Create mood for gamers while playing game. Since we really wanted to bring out something that could resemble our team into our game. Step 2 We gathered all around, with our game designer as the main host, we talked about what we liked to make the most, list them all out on board, brainstorming out the options for these points that just had listed and having fun all the time talking about the possibilities of each options, it was really fun, like a word battle between our team members, since each ones had to protect their idea and options. We tried our best to break our limit, try new genres and mechanics too. Of course, all options, as i said above, must follow the 2 main traits. With all options/gameplays, we wrote down their own stregths and weaknesses, and in the end of the day, we chose 2 gameplay options, which of course had more stregth points and less weak points. They were based on match 3 gameplay at that time. Step 3. With each options, we worked together to make some prototypes. The advantages is that we had 2 artists and 1 technical artist, that's why it only took us a very short time to draw something for those prototypes. The step of making prototype as we think, is the very very important step that must have, since we did face up with lots of nonsense things which could have ruin the whole game, that we didnt noticed out at first. Making prototype gave us huge posibilities to fix and improve our gameplay. We made prototype as fast and as simple, not try to fix bugs and other things, just needed to have a overall view about the gameplay. After making about 2 or 3 versions of prototypes like these ones: We decided that kind of match 3 gameplays was completely fail, and took for other 2 more prototypes in order to decide the final gameplay and all the upgrading system along the gameplay. It was the rhythm based action gameplay like the final Omega now. Prototype of gameplay After that, we made a quick prototype of Game flow and UI, to have a whole imagination about the game Prototype of Game flow and UI And wah lah, after all these things had set up, here come the next step ---------------------------------------------------------------------------------------- 3. Storyline, Sketch, Concept and Final art (updated) ----------------------------------------------------- darnoc703 Well-Known Member Mar 24, 2013 1,164 6 38 #10 darnoc703, Jan 15, 2015 ^ really like the above post! Sounds like an awesome studio! Will pick up the game for sure soon!! I love rhythm games, how heavy is the emphasize on rhythm in this? coolpepper43 ð® Spam Police ð Aug 31, 2012 4,615 7 38 On the toilet #11 coolpepper43, Jan 15, 2015 There are three different types of moves. For each turn you will have a series of timed patterned rhythm taps, left, right or both.. It's not highly emphasized on the music but it works and I think it's fun. It does definitely work with a beat. The better you do, meaning, the more "perfects" you do the stronger you attack, block, or your energy charge will be. darnoc703 Well-Known Member Mar 24, 2013 1,164 6 38 #12 darnoc703, Jan 15, 2015 Ok thanks! GoyaStudio Member Jan 12, 2015 12 0 0 #13 GoyaStudio, Jan 17, 2015 Last edited: Jan 17, 2015 Hi guys, we're gladly announce that after 4 days released, our game Omega : The first movement has been featured on Best New Game list of Appstore US and Canada, what a great news!!! XD And now, here's the next step of our making game progress. Storyline though game, Concept, Sketch, and Final art After we had set up all the prototype flow and things like that, we entered this step. As I said above, one the main traits we wanted to make with this game is that it must create some "mood", some feeling for gamers. Method: We decided the most suitable method to do is to create a main story, and make all concepts based on that main story, no more, no less. Reason: To create mood for all the game To make a unity of all concept through the game, like concept of background, of enemies, of main character To make game's contents deeper and richer To have materials for making presskit later ( the blogs about presskit and stuffs like that will come up later too) To inspire our team members Process: First of all, we figured out about the "mood" as "deep" and "serious" since: At that time, kinda almost of music, rhythm based games we knew were very cute and funny theme, with exciting music too, so we wanted to make something a bit different As a coincidence, at that time, we were watching and listening to epic/emo music like: And they made a deep impression on us too. 2. We created the whole story with full reasons and some plot twist at the end. To do that, we must answer thoes questions: WHERE World of the story: the places where things happens, time, decades,... fantasy or realistic,... HOW Main character: his past, his interests, his reason, his way of thinking, his feeling towards others Enemies: kinds of them, their position in this world, their feelings WHY Reasons for thoes action of the main character and his enemies Reasons for features of the game: like the changing between story mode to hard mode, or the upgrade system 3. We, the artist team, wrote down all on document, I know, it's a tiring and boring job to do. But it's like a MUST DO thing, very important for working in a team. So, after we had all documents about the story, comed the step of making sketches and concepts 4. Making moodboard references: According to the story's traits, we tried to search for all reference material online, and make some specific moodboards using Pinterest We had: Moodboard ref of Background Moodboard ref of character Moodboard ref of enemies 5. Concept + sketch + final art Background, using Sketchup at some points for quick imagination too: Enemies: GoyaStudio Member Jan 12, 2015 12 0 0 #14 GoyaStudio, Jan 17, 2015 Last edited: Jan 17, 2015 Sorry for double post, but I'm run out of limit of words TT___TT 6. UI We choose steampunk theme, even with the UI [/URL] After thoes steps, although we felt like: "ohhhh, we've done so˜˜˜˜˜˜ many things, this game art must be nearly done, ehehe" but actually, just finish around of ¼ all things TT___TT 7. Animated Cutscreens: We did try the best to make the whole appearances of map, BackGrounds and characters sticked with the storyline, but furthermore, what we really wanted to do was to implement this whole story, with reasons and plot twist into our game. In order for gamers to actually experience the feeling we want to make then. That's why , after some discussing with coder, we decided to use Animated Cutscreens First, we made a simple yet messy storyboard like this, just for 3 of us to imagine things http://i1294.photobucket.com/albums/b616/linh_nguyen31/Omega-The%20First%20Movement/3th%20Blog/ScreenShot2014-11-26at91255PM_zpsbd59be62.png[/IMG This storyboard showed us where, when, and how gamers would see the story's flow, and even how the cutscreens would animated, how they would showed up [B]Simple sketches[/B] for thoes cutscreens [IMG]http://i1294.photobucket.com/albums/b616/linh_nguyen31/Omega-The%20First%20Movement/3th%20Blog/ScreenShot2015-01-15at33210PM_zpsa88bbf4d.png Line art and colouring with caring about the assets for animated Export assets, then use Spine to animate them, export file Then once again, this time, we made a clearer document for our coder. He just needed to follow this note to implement suitable files into suitable places. These steps, as I can say, are one of the most interesting and happiest moment we had in all the game making process Okay, then with the final art and cut screen, we had done for like ⅓ amounts of stuffs. Now come the big part too: the Animation and Effects (Updated) squashy Well-Known Member Jan 21, 2013 1,997 1 38 *burp* The Garden of Sinners #15 squashy, Jan 17, 2015 Game của các bạn đẹp và công phu quá, chúc mừng, hi vọng các bạn sẽ tạo được nhiều tiếng vang trên App Store Mình không chơi rhythm game nhưng vẫn ủng hộ các bạn! sugimulm Well-Known Member Aug 28, 2010 2,457 46 48 The last time zone for iOS game releases :( #16 sugimulm, Jan 17, 2015 Wow! Impressive! I am not into rhythm based games, but I may pick this up just to support the dev. Amazing and thank you for your dedication in producing such a quality title. H4nd0fg0d Well-Known Member Mar 30, 2010 1,905 0 36 #17 H4nd0fg0d, Jan 17, 2015 Just picked this one up. Imps later. Graev Member Jan 2, 2015 5 0 0 #18 Graev, Jan 17, 2015 I really like the concept and art style but I'm not sure how I feel about the game. It feels like it starts off super easy and you have no incentive to block attacks at all. Then suddenly three-fourths of the way up the tower it becomes crazy difficult. The only other rhythm games I've played are theatrhythm and dededes drum dash but it seemed like in those I was trying to match the music. In Omega it feels like I'm not matching to any beat so it's hard to get into the rhythm. I'm not great at the genre so maybe it's just me. coolpepper43 ð® Spam Police ð Aug 31, 2012 4,615 7 38 On the toilet #19 coolpepper43, Jan 17, 2015 Are you aware that it tells you the enemy's move in advance? Graev Member Jan 2, 2015 5 0 0 #20 Graev, Jan 17, 2015 Yeah but early on you can beat pretty much all the levels by building up your special attack and clearing them in one hit. I've found no reason to really change this strategy until the 11th level. I think earlier on they really need to hit harder to make defending worth your time. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
I couldn't resist and I picked it up. It's an interesting mix of RPG and music rhythm games. It seems that the 15 levels could be over quite fast but I'm not 100% sure yet. Each level there are three objectives to complete but you only have to win to goto the next level. That could add some replay value.
I officially really like this game a lot and I can easily recommend it. If anyone has any questions let me know. So it seems if you complete all of the objectives you unlock the hard version of the level. So the replayabily looks really good for this game.
[OMEGA The first movement] Battle rhymth based game won Comiccon VN 2014 Hi everyone, We are Goya team, an young indie mobile game dev team. Say "Hello!" to the world now guys! Weve just released this game after 4 months hard working OMEGA - The first movement Link down game: https://itunes.apple.com/us/app/omega-the-first-movement/id953741990?l=vi&ls=1&mt=8 Here's the link for trailer: http://youtu.be/aKxZNCyqYCw Here's the link for demo clip: https://www.youtube.com/watch?v=HtZydOn-92I We would like to share our game's making process, in order to give out and receive more knowledges. Any feedbacks are warmly welcomed with all our thankful hearts XD. And, since I'm not a native English speaker, so if just anything of my words that make you guys confused, please tell me too. This is the contents we will post in a row, on this game making process topic 1. Overall views about the game 2. Growing idea, prototype, and fail prototypes 3. Storyline though game, Concept, Sketch, and Final art 4. Unity or Cocos2Dx 5. Animation: research and solve 6. Work with composer 7. Presskit + Trailer 8. Public test and won the Hot new game reward in Comic Con HCM 2014 9. Problems we had to face up with in the whole process 10. Released Follow our journey here or our blog: https://goyastudiogame.wordpress.com Visit our homepage for more info: http://www.goyagame.com
Hello! There was already another thread for your game. I bought it yesterday. Here is what I posted in the other thread. "I couldn't resist and I picked it up. It's an interesting mix of RPG and music rhythm games. It seems that the 15 levels could be over quite fast but I'm not 100% sure yet. Each level there are three objectives to complete but you only have to win to goto the next level. That could add some replay value. I officially really like this game a lot and I can easily recommend it. If anyone has any questions let me know. So it seems if you complete all of the objectives you unlock the hard version of the level. So the replayabily looks really good for this game."
Thank you! Thank you very much for your good and fast comment! We're all here so happy and welcome all you guys feedbacks. We're gonna post our making game process. Your followings and feedbacks would give us a lot power to move forward. Thanks!
Growing idea, prototype, and fail prototypes This is how we made this game Omega - the first movement from the very first start. The whole process is of course not perfect, but we tried our best the whole time and had a very worthy happy time, so we hope you guys may gain some experiences from reading these lines. Growing idea, prototype, and fail prototypes We're a team of 1 programmers, 1 game designer, and 3 artists, we always work together from all steps, including designing gameplay, making concept, testing, and also self-published marketing steps too (this self-published stuff, as I think, is kinda a hard and strange field that almost all indie developers must face up with T.T) Step 1 With this second game, at the very first, we did choose out 2 main traits that we wanted to follow the most according to our current situation: This must be a small scope game ( not a very tiny/mini one, but must not be "complex" since we didn't have much time and money, and making kind of 6-months worth working game was kinda out of budget ) Create mood for gamers while playing game. Since we really wanted to bring out something that could resemble our team into our game. Step 2 We gathered all around, with our game designer as the main host, we talked about what we liked to make the most, list them all out on board, brainstorming out the options for these points that just had listed and having fun all the time talking about the possibilities of each options, it was really fun, like a word battle between our team members, since each ones had to protect their idea and options. We tried our best to break our limit, try new genres and mechanics too. Of course, all options, as i said above, must follow the 2 main traits. With all options/gameplays, we wrote down their own stregths and weaknesses, and in the end of the day, we chose 2 gameplay options, which of course had more stregth points and less weak points. They were based on match 3 gameplay at that time. Step 3. With each options, we worked together to make some prototypes. The advantages is that we had 2 artists and 1 technical artist, that's why it only took us a very short time to draw something for those prototypes. The step of making prototype as we think, is the very very important step that must have, since we did face up with lots of nonsense things which could have ruin the whole game, that we didnt noticed out at first. Making prototype gave us huge posibilities to fix and improve our gameplay. We made prototype as fast and as simple, not try to fix bugs and other things, just needed to have a overall view about the gameplay. After making about 2 or 3 versions of prototypes like these ones: We decided that kind of match 3 gameplays was completely fail, and took for other 2 more prototypes in order to decide the final gameplay and all the upgrading system along the gameplay. It was the rhythm based action gameplay like the final Omega now. Prototype of gameplay After that, we made a quick prototype of Game flow and UI, to have a whole imagination about the game Prototype of Game flow and UI And wah lah, after all these things had set up, here come the next step ---------------------------------------------------------------------------------------- 3. Storyline, Sketch, Concept and Final art (updated) -----------------------------------------------------
^ really like the above post! Sounds like an awesome studio! Will pick up the game for sure soon!! I love rhythm games, how heavy is the emphasize on rhythm in this?
There are three different types of moves. For each turn you will have a series of timed patterned rhythm taps, left, right or both.. It's not highly emphasized on the music but it works and I think it's fun. It does definitely work with a beat. The better you do, meaning, the more "perfects" you do the stronger you attack, block, or your energy charge will be.
Hi guys, we're gladly announce that after 4 days released, our game Omega : The first movement has been featured on Best New Game list of Appstore US and Canada, what a great news!!! XD And now, here's the next step of our making game progress. Storyline though game, Concept, Sketch, and Final art After we had set up all the prototype flow and things like that, we entered this step. As I said above, one the main traits we wanted to make with this game is that it must create some "mood", some feeling for gamers. Method: We decided the most suitable method to do is to create a main story, and make all concepts based on that main story, no more, no less. Reason: To create mood for all the game To make a unity of all concept through the game, like concept of background, of enemies, of main character To make game's contents deeper and richer To have materials for making presskit later ( the blogs about presskit and stuffs like that will come up later too) To inspire our team members Process: First of all, we figured out about the "mood" as "deep" and "serious" since: At that time, kinda almost of music, rhythm based games we knew were very cute and funny theme, with exciting music too, so we wanted to make something a bit different As a coincidence, at that time, we were watching and listening to epic/emo music like: And they made a deep impression on us too. 2. We created the whole story with full reasons and some plot twist at the end. To do that, we must answer thoes questions: WHERE World of the story: the places where things happens, time, decades,... fantasy or realistic,... HOW Main character: his past, his interests, his reason, his way of thinking, his feeling towards others Enemies: kinds of them, their position in this world, their feelings WHY Reasons for thoes action of the main character and his enemies Reasons for features of the game: like the changing between story mode to hard mode, or the upgrade system 3. We, the artist team, wrote down all on document, I know, it's a tiring and boring job to do. But it's like a MUST DO thing, very important for working in a team. So, after we had all documents about the story, comed the step of making sketches and concepts 4. Making moodboard references: According to the story's traits, we tried to search for all reference material online, and make some specific moodboards using Pinterest We had: Moodboard ref of Background Moodboard ref of character Moodboard ref of enemies 5. Concept + sketch + final art Background, using Sketchup at some points for quick imagination too: Enemies:
Sorry for double post, but I'm run out of limit of words TT___TT 6. UI We choose steampunk theme, even with the UI [/URL] After thoes steps, although we felt like: "ohhhh, we've done so˜˜˜˜˜˜ many things, this game art must be nearly done, ehehe" but actually, just finish around of ¼ all things TT___TT 7. Animated Cutscreens: We did try the best to make the whole appearances of map, BackGrounds and characters sticked with the storyline, but furthermore, what we really wanted to do was to implement this whole story, with reasons and plot twist into our game. In order for gamers to actually experience the feeling we want to make then. That's why , after some discussing with coder, we decided to use Animated Cutscreens First, we made a simple yet messy storyboard like this, just for 3 of us to imagine things http://i1294.photobucket.com/albums/b616/linh_nguyen31/Omega-The%20First%20Movement/3th%20Blog/ScreenShot2014-11-26at91255PM_zpsbd59be62.png[/IMG This storyboard showed us where, when, and how gamers would see the story's flow, and even how the cutscreens would animated, how they would showed up [B]Simple sketches[/B] for thoes cutscreens [IMG]http://i1294.photobucket.com/albums/b616/linh_nguyen31/Omega-The%20First%20Movement/3th%20Blog/ScreenShot2015-01-15at33210PM_zpsa88bbf4d.png Line art and colouring with caring about the assets for animated Export assets, then use Spine to animate them, export file Then once again, this time, we made a clearer document for our coder. He just needed to follow this note to implement suitable files into suitable places. These steps, as I can say, are one of the most interesting and happiest moment we had in all the game making process Okay, then with the final art and cut screen, we had done for like ⅓ amounts of stuffs. Now come the big part too: the Animation and Effects (Updated)
Game của các bạn đẹp và công phu quá, chúc mừng, hi vọng các bạn sẽ tạo được nhiều tiếng vang trên App Store Mình không chơi rhythm game nhưng vẫn ủng hộ các bạn!
Wow! Impressive! I am not into rhythm based games, but I may pick this up just to support the dev. Amazing and thank you for your dedication in producing such a quality title.
I really like the concept and art style but I'm not sure how I feel about the game. It feels like it starts off super easy and you have no incentive to block attacks at all. Then suddenly three-fourths of the way up the tower it becomes crazy difficult. The only other rhythm games I've played are theatrhythm and dededes drum dash but it seemed like in those I was trying to match the music. In Omega it feels like I'm not matching to any beat so it's hard to get into the rhythm. I'm not great at the genre so maybe it's just me.
Yeah but early on you can beat pretty much all the levels by building up your special attack and clearing them in one hit. I've found no reason to really change this strategy until the 11th level. I think earlier on they really need to hit harder to make defending worth your time.