As I may have hinted in the past, I currently have no plans to continue neither Aozora's Adventure nor WARMAN past the former's third arc (currently ending at Aozora's Adventure RPG 2) and the later's sequel story, WARWOMAN.
The reason? Until I actually start to further develop these stories and actually have them in some kind of playable format, I don't want to keep adding in characters to concepts that would ultimately see no use even after they first were launched in late 2009 and mid-2012 respectively. Therefore I've been mostly just sticking to improving and adding onto existing character concepts, as the Aozora's Adventure Wiki shows until I can find some way to make them into games. And that's not counting all the background and minor characters, including the respective enemy species of each series and in the case of Aozora's Adventure Oriental and Aozora's Adventure Darkness/Darkness 2, both the remaining heroes and villains.
Aozora's Adventure is planned to continue into a fourth arc, with Aozora's Adventure IV and Rock Aozora 4, while WARMAN would get a third installment in the form of SKYMAN- featuring eight new WARMEN that are built for aerial combat (tl;dr Strike Witches with muscular dudes and busty girls instead of moe girls, more advanced and detailed weaponry, dieselpunk-themed environments and far less intentional fan service through millions of crotch and booty shots.).
As for my other series concept Otaku-Ball, there's not really much going on with it, though I'd still like to get that title done someday.
Showing posts with label Aozora's Adventure. Show all posts
Showing posts with label Aozora's Adventure. Show all posts
Saturday, February 6, 2016
Wednesday, August 13, 2014
Thursday, August 1, 2013
Monday, June 3, 2013
Thursday, October 11, 2012
Not tired yet? Here we GO~~~
Well suprise suprise. This blog's going to get another update. But first, some info regarding the "Aozora Nudity Omake". Once again, this blog is meant to be for all audiences, so for anyone interested, refer to a prior post for proper information. Why I'm bringing this up is ever since I first posted on this series, I added three more characters to the roster, but unfortunately for many, this is an all-men update, as you can probably see below.
Since I want to avoid making Super Justin: the Blog dedicated to this one subject (and quite frankly a pesudo-weak one at that), this will be the only other time you will see me posting in regards to the Aozora Nudity Omake. If you're in dire need of receiving any character updates past Neku Sakuraba, Kohtaro Kuga, and Dante, representing The World Ends with You, Shikigami no Shiro/Castle of Shikigami, and Devil May Cry respectively, I'll gladly keep anyone that contacts me via e-mail informed on either male updates, female updates, or both. And since I tend to do these types of art at a faster pace (since well, they're done for mostly my enjoyment, but I still show them off for anyone that is into these as well), I may be able to accept character recommendations. Keyword: May.
So that finishes up that story arc. But I'm not done. As I reported on Twitter, I seem to be going through a severe artist's block thanks to the Nudity Omake series. This is causing me to have a bit of trouble on which character of the Aozora's Adventure series I could attempt next that just about anyone could enjoy. Of course it very likely will not be one of my female characters since all of the major females of the series are already done. I am leaning towards Keanu, since his simple appearance may make it a bit easier to accomplish drawing him in comparison to a few others (I won't state any examples). And it'll be your basic profile art. No sexy action scene, though I'll try to do a decent background that's not some abstract design. If you want anything sooner, you can follow my other projects on external sites. I'm sure you're bound to get something if you search my name.
Sunday, January 1, 2012
Realm of Sixty Million Mega Man Clones
And yet we have our first post of the new year.

On the beginnings of January, I have a announcement. You know how clones of everything exist nowadays? Well, in the future (yes, re-read that, future), I would like to develop just for the fun of it and the entertainment of my followers, plus to the dismay of the haters and prove to them how a clone, especially one based on Kenji Inafune's flagship series, is done right.
This Megaman clone will be based on my OC series and it's characters. The plot will be somewhat similar to the original Mega Man; eight guys have gone bad thanks to an unknown villian, and you're sent to straighten their butts out and return the area back to normal. The game has an opening stage, the classic "Target Select" screen with 8 bosses, then a final castle with five levels (and a true final stage), belonging to Joker. The game would have some bonus features, like an "Endless" mode, a "Challenge" mode, "Time Attack," "Score Attack," "Boss Attack," and an unlockable "Intense" difficulty. As for saving, the game uses both a basic save and Mega Man-styled password feature, though using passwords prevents the player from unlocking any new features playing through the game, as the passwords can send the player right to the beginning of Joker Stage 5.
Online leaderboards would be put into full effect, showing off the fastest and highest-scoring players in the main game, Time Attack, Score Attack, Boss Attack, Endless.
Online leaderboards would be put into full effect, showing off the fastest and highest-scoring players in the main game, Time Attack, Score Attack, Boss Attack, Endless.
To control Aozora, the player can use the arrow keys to move, look up, crouch, climb up, and slide down ladders, plus aim your weapons upwards and while crouching. X jumps (which can also be done to drop off ladders and other climbable objects, like hooks and ropes), Z fires your active weapon, and C or a combination of X and down makes Aozora slide, in which he may also fire while sliding. Enter and Esc both pause the game to switch weapons and use items (including setting misc options with display and sound; these can also be set from the title screen's Options menu), while automatic weapon switching would be done mid-game through the A and S keys. These additional commands are not to make the game easier; which leads to the game's difficulty.
The difficulty will not come from cheap and confusing level designs, but from skilled enemies and AI with original designs, few (though not many) level puzzles, and balanced level lengths, sort of like a cross between core Megaman games, Megamari and Rokko Chan.
Gamepad/Controller support is also present incase keyboard controls prove to be too difficult for the player.
The weapons you obtain from the bosses of the eight stages are actually intended to be upgrades to your starting weapon, and are therefore meant to cause much more havoc, besides better firing capabilities and/or more powerful projectiles. Bosses don't take as much damage from special weapons as normal enemies do. Using a bosses' main Weakness will multiply it's attack power by 1.5, while using a resistance will halve the attack power of the weapon. The planned weapons can be read here, but the support/transport items are shown below as I never spirited them.
Springboard-One: Like the Rush Coil. You'll plant a springboard on the ground and use it to bounce higher.
Hover-Two: Like Item-1 from Mega Man 2 or the balloon item from Mega Man 4, place it and you can stand on it for a short time, allowing you to get to higher places. It's a little safer than Springboard-One.
Winger-Three: A cross between Item-2 from Mega Man 2 and the newer versions of Rush Jet (the ones available in Megaman 4, 5, 7, 9, and 10), this one allows you to cross certain chasms. or take shortcuts across difficult parts of the level. Can be steered.
Aquatic-Four: This game's version of Rush Marine. Jump in and you have added protection (enemy attacks only do half damage when you're in the Aquatic Four) and better control underwater.
Aquatic-Four: This game's version of Rush Marine. Jump in and you have added protection (enemy attacks only do half damage when you're in the Aquatic Four) and better control underwater.
Darn, that was a lot to process. But believe me, I'll figure out how to make it all work.
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