Hyper:BAE - 2D Hardcore Platformer

Play it NOW at Hyper:BAE
Disclaimer (All art assets used are original prototype assets which are being reworked to bring the game up to our current standards)

Hyper:BAE is a 2D twitch platformer that follows Hazel on a mission to save her part friend R.O.M.E. from being made into a weapon.To do this, our heroine will run through bullet filled rooms, jump around lasers and smashers, die at the hands of a maniacal AI, and retry all over again to get through tough as nails levels reminiscent of all the things you love to hate.

Hazel, a Biological Artifact Engineer (BAE) who has set out to save her part alien, part robot friend R.O.M.E. from being made into a weapon by the hateful Artificial Intelligence that runs her labs. R.O.M.E. is being prepped for a weapons test and is heavily restrained and anchored. Hazel must go fight through hordes of traps set up by the AI and break into the launch site to rescue R.O.M.E. Little did she realize how ridiculous the security systems actually are.


Hyper:BAE is a brutally challenging, twitch platformer similar in concept to Super Meat Boy. Growing in difficulty from tough to soul smashing, this game will throw even the most hardcore players into fits of rage. It will test your abilities as well as your patience. Accompanying you on your journey will be the cynical AI that runs the facility Hazel works in. It will constantly show your time played during the levels as well and your death counter. All an elaborate device to make a mockery of your mistakes through some strongly worded voice over lines in order to keep your moral at an all time low. (Crazy AI was not implemented for the Prototype)

[screenshot]http://goodwargames.com/wp-content/uploads/2016/01/Hyper_BAE6.jpg[/screenshot] [screenshot]http://goodwargames.com/wp-content/uploads/2016/01/Hyper_BAE1.jpg[/screenshot]


Beautiful 2D art and traditional hand drawn animations.
56 Rooms of high intensity platforming.
Original Soundtrack
In-game Level Editor
Timer and death counter to keep track of speed, and tragic deaths.
Leaderboards to compete with other players.

Hyper:BAE was a project that was started as an Unreal Mega Jam entry. Due to scope, we did not meet the deadline but decided to continue production in order to finish our prototype. Hyper:BAE is currently being developed once again in Unreal Engine 4 still utilizing paper2d to the full extent we know how. Our target platforms for the moment are PC as well as any console that we can receive support for. We are to revisit all of Hyper:BAE’s aesthetics and core design and expand on it. We also plan to develop an in game Level Editor so that players may create their own levels and share them with the community.

[screenshot]http://goodwargames.com/wp-content/uploads/2016/01/Hyper_BAE9.jpg[/screenshot] [screenshot]http://goodwargames.com/wp-content/uploads/2016/01/Hyper_BAE5.png[/screenshot]

Art Style:
The new proposed art style is still being designed. The current style is a representation of the core style we hope to achieve. Bright neon colors with a dark foreground, giving off a retro sci fi feel. All planned art is going to be 2d, hand drawn and animated. Given our affinity for 2d games and our experience and support of paper2d, we felt it was best use the skills we have refined most. Since this game is still in development, all designs are subject to change.


Hyper:BAE is in early stages of development, as development continues, we’d like to show you a demo prototype we have showcased at events such as Gacucon, and Make Games Miami community meetups.

This prototype showcases the core gameplay idea behind Hyper:BAE, survive and progress through incredibly difficult platforming rooms in order to save your robot friend.

We got a game manual on the game site you can flip through!
The game manual was something we put together to give the game a little background at the time. All information in it is likely to change.

[screenshot]http://goodwargames.com/wp-content/uploads/2016/01/coverpage1.jpg[/screenshot] [screenshot]http://goodwargames.com/wp-content/uploads/2016/01/coverpage2.jpg[/screenshot]

**We thank everyone in the community for the support that has been given to us. We will continue striving to make the best games we can. We will continue updating our development on the project.

All feedback on this game is greatly appreciated. Questions, comments, and concerns are all welcome.**


Download Demo: PROTOTYPE or play in the browser (lower quality)
Hyper:BAE Website: Hyper:BAE

Update 02-20-2017

**Update: New Hazel Concepts, Development update

So we have been quite busy over the last couple of weeks since deciding to rework our Hyper:BAE game. Today we’d like to share a few concepts we have been working on as a re-imagining of our main character, a long with some development updates on the beginning stages of what will be our level editor within the engine. **

**Art: **Some of these concepts are still very early, just beginning to explore the space. We are attacking concepts in two styles. The first is a very realistic approach to the character which roots her in reality. The second type is a more stylized form which will represent a closer look of how the character may look in game.

For these first concepts, we decided to start incorporating a type of helmet to our character and it has been one of the main defining features of the new direction. (These are still very very early)


Alex (@demoneyejin) has been working on early steps for our level editor. The first things he has been tackling is saving data and loading into a level. It doesn’t look like much at the moment, but this was about a weeks worth of testing and implementation, and it the foundation for one of the more complex systems we will be implementing.

The first test is to simplify the data type and how it’s stored for easier writing to file, and tested scale/rotation/world placement.


Next is testing removing and returning scripted actors.


Lastly, we have saving to a data file, and loading the level from said data file. This is an empty level that has nothing, with a hit of a button, I grab this data from a file specifically and load in all the proper details. We’re officially on Phase 1.


**As far as other departments, we still got a long way to go. Some small news. I will be attending PAX East 2017, find me and barrage me with all the questions, or tales of frustration playing our games!

Till next time,


Update 02-27-2017

**Update: Art, art and sorta kinda art
**So it’s been a pretty busy for our artists. With PAX right around the corner, we’ve been working to try and get some new material to take up to Boston. Today we’d like to share some happenings. We have been continuing with our Hazel concepts. Alone with the concepts, we have begun to experiment with bending 2D and 3D. From our research, we have found that the best way to keep 2D images crisp is to apply a 3D mesh to each sprite, and import them as an fbx file. We would do this so the image does not go through rasterization. Due to this, we are trying to develop a system which can handle 3D models in the same way the paper2D flipbook handles sprites. We don’t have any examples of our work this week, but be on the look out!

For this week, enjoy a few more Hazel concepts. **


**Till next week!



Update: What have we been up to?

Hello everyone. I know we’ve been a little more absent than what we should be for updates. We’ve been working for the past few weeks coming up with new designs and ideas for Hyper:BAE. We’ve specifically been coming on with more final designs on character and style, as well as reformulating her movement in order to get her feeling just right. So today, we’re gonna catch everyone up on our happenings.**

Art: For art, we’ve been very busy. We are getting ever closer to a finalized redesign for our lead character: Hazel. What follows will be a long series of concepts and iterations we’ve been going over, trying to capture just the right style. The next step has already begun for us, which is basic movement animations for the character.

http://i465.photobucket.com/albums/rr16/pedwar2/8_zpsze2nvavw.png http://i465.photobucket.com/albums/rr16/pedwar2/more%20iterations_zpsoyfcpig1.png http://i465.photobucket.com/albums/rr16/pedwar2/Hazel_Lineup1_zpsz37eiuxw.png http://i465.photobucket.com/albums/rr16/pedwar2/Color%20Iterations%201_zpseq5ky3lh.png
http://i465.photobucket.com/albums/rr16/pedwar2/colored%20em_zpsxtzwaiff.png http://i465.photobucket.com/albums/rr16/pedwar2/Sketches%203_zpssgghdqjv.png http://i465.photobucket.com/albums/rr16/pedwar2/Hazel—Orthographic_zpsivuynmqy.png http://i465.photobucket.com/albums/rr16/pedwar2/Design%202_zpsflt8nti0.png

Design/Programming: In tangent with the games art remodeling, we have been retouching all of the games components, including our main piece, the movement for Hazel. This is extremely important for us to get feeling just right since it will be what the player will be doing most of the game. Controls have to feel responsive, and tight. We’re definitely getting close on that end. our next step is to work on her sprint movement component which we will be building a custom version to give us finer controls for this state. We have also started setting up some grey block levels to test these new movement mechanics.

**Questions, comments and feedback are always appreciated.

Till next time.**

GWG team