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First video of Bathtime Boogie!

05-12-2011, 09:41 PM
#1
First video of Bathtime Boogie!

Hi forum!

My name's Rowan Edmondson, designer/creative director for Dobsoft Studios (Bull Stampede Pro / Lite ).

We're proud to show off some early video from our current project "Bathtime Boogie".

While it may loosely be described as a vertical shooter, we're confident it's unlike any you've played before. If you'd like to know more about the game, please drop by our blog, The Dobblog (www.dobsoftstudios.wordpress.com) , to follow our progress.

I have to stress there's plenty more to the gameplay than what we're showing at the moment, but all will be revealed in the coming days. Hopefully we'll have this puppy submitted to apple within a couple of weeks, and people everywhere can catch epilepsy from the colour overload.

Enjoy!

05-12-2011, 10:46 PM
#2
Joined: Mar 2011
Location: Neverland
Posts: 345
Looks simple and fun. But the octopus and other characters need to better design, they look rough and unfriendly especially their facial expression.

Things change, roll with punches. But I know, all is gonna come together.

05-13-2011, 09:02 AM
#3
Thanks Stonery!

Your observation that the enemies appear unfriendly is certainly true. You may however notice that they become much happier after being shot in the face and encased in a bubble. You may also see that the squid enemy becomes increasingly happy as his legs are blown off.
05-13-2011, 09:41 PM
#4
Joined: Mar 2011
Location: Neverland
Posts: 345
Quote:
Originally Posted by Rowan Edmondson View Post
Thanks Stonery!

Your observation that the enemies appear unfriendly is certainly true. You may however notice that they become much happier after being shot in the face and encased in a bubble. You may also see that the squid enemy becomes increasingly happy as his legs are blown off.
oh, sorry for my unwary observation. The change of the enemies' facial expression is awesome from which I can see the gameplay is fun. But the graphics and enemies' images could be more polished.

Things change, roll with punches. But I know, all is gonna come together.
05-15-2011, 01:38 AM
#5
Quote:
Originally Posted by stonery View Post
oh, sorry for my unwary observation. The change of the enemies' facial expression is awesome from which I can see the gameplay is fun. But the graphics and enemies' images could be more polished.
Sure. In fairness, the project is just entering the polish phase so you can expect an extremely polished product at launch. The style of the enemy characters is quite intentional, although it's hard to convey the over-arching visual style in a short clip removed from the wider context of the game. Most of our art is actually being handled by kawaii guru Tesha Beaudry ( http://thecuteinstitute.com/ ), which may perhaps give a better idea of the general creative direction.

Last edited by Rowan Edmondson; 05-15-2011 at 07:58 PM.
05-15-2011, 06:50 AM
#6
Joined: Jan 2010
Location: Perth, Western Australia
Posts: 4,355
I have a suggestion. Maybe the plane should be a bit above where your finger is so you can see it?

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05-15-2011, 07:16 AM
#7
Joined: Jan 2011
Location: England
Posts: 10,656
Quote:
Originally Posted by triggywiggy View Post
I have a suggestion. Maybe the plane should be a bit above where your finger is so you can see it?
Yep good point above, totally agree

Like the look of this, like vertical shoot em ups but theres only so many WWII planes you can shoot down.

The way you then 'pop' the enemies after shooting them looks good and different from the usual 'shoot 10 planes to get a power up'. Looking forward to this
05-15-2011, 03:58 PM
#8
Hi guys, I'm the director of Dobsoft Studios and am the one in charge of the technical side of things. Thanks so much for your comments!

In reply to the question about the plane being hidden under your finger, we're actually using a relative touch system where you can put your finger down anywhere on-screen and move the plane around (and it doesn't jump to your finger's location). It's sort of hard to explain but if you've played a shmup with this setting before you'll know exactly what I mean. So the plane sometimes being behind the finger in our demo vid is really just how the demoer was choosing to play it.

In any case, we will try to do a better job of showing off the versatility of the relative touch movement in the next video. Appreciate the feedback, thanks again!
05-16-2011, 09:56 PM
#9
Joined: Mar 2011
Location: Neverland
Posts: 345
Quote:
Originally Posted by triggywiggy View Post
I have a suggestion. Maybe the plane should be a bit above where your finger is so you can see it?
You just evoked me. I have endured so many times.

Things change, roll with punches. But I know, all is gonna come together.
05-16-2011, 10:02 PM
#10
Joined: Mar 2011
Location: Neverland
Posts: 345
Quote:
Originally Posted by Rowan Edmondson View Post
Sure. In fairness, the project is just entering the polish phase so you can expect an extremely polished product at launch. The style of the enemy characters is quite intentional, although it's hard to convey the over-arching visual style in a short clip removed from the wider context of the game. Most of our art is actually being handled by kawaii guru Tesha Beaudry ( http://thecuteinstitute.com/ ), which may perhaps give a better idea of the general creative direction.
But their style is much cuter with fine art.

Things change, roll with punches. But I know, all is gonna come together.