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PostSubject: Kraut Buster   Sat 21 Mar 2015 - 16:09


NG:DEV.TEAM announces the opening of pre-orders for its next game for Neo-Geo MVS: Kraut Buster. It's a run'n'gun game in the style of Metal Slug. The story takes place in Europe in 1936, John "Küken" Mallone and Jack "Handsome" Rowdy are part of the Kraut Buster corps, their mission: defeat the evil dictator Dolph Edelwolf and save all girls in the process. Kraut Buster is the first game from NG:DEV.TEAM which supports 2-player simultaneous gameplay. The 2-player mode is integrated within the game engine and will be re-used in the future for appropriate titles, nothing could make us more happy! This is what was missing the most in the productions of the German developer. The game will feature 3 routes of different difficulty, finishing the game using the normal difficulty course will take an average of 35 minutes during which the players fight 5 or 6 boss and sub-boss. Technically, the game will run at 60fps and will occupy approximately 784MBits of ROM space. The different levels will be quite long and will offer panoramic backdrops with parallax scrolling. Like most games of this manufacturer, the scoring system is chain based. The project occupies 2 full-time and one freelance pixel artists, one programmer/designer and one musician; the excellent Rafael Dyll. A video of the alpha version has been published on Youtube, the least we can say is that it bears a strong resemblance with Metal Slug (including the bloody aspect). But the game coming out this winter, plenty of time remains to refine the product. The Kraut Buster cartridge is currently available for pre-order in two editions: the standard gamecenter edition in its cardboard box for €399 and a limited edition of 99 copies hosted in a shockbox with a CD of the soundtrack, 2 posters, a postcard and a set of bonus stickers. This deluxe edition costs €449. A spin-off of Kraut Buster using the same characters but played in a top down view will be released later.

Official website: http://www.kraut-buster.com/

Alpha version video: http://www.youtube.com/watch?v=CBdlmOXi9LM

---------------------------------------------

NG:DEV.TEAM annonce l'ouverture des précommandes pour son prochain jeu pour Neo-Geo MVS: Kraut Buster. Il s'agit d'un run n' gun dans le style de Metal Slug. L'histoire se passe en Europe en 1936, John "Küken" Mallone et Jack "Handsome" Rowdy font partie des Kraut Buster corps, leur mission: vaincre le dictateur Dolph Edelwolf et sauver toutes les filles au passage. Kraut Buster est le premier jeu NG:DEV.TEAM pouvant se jouer à 2 joueurs en simultané. Le mode 2 joueurs est intégré au moteur du jeu et sera réutilisé à l'avenir pour d'autres titres, rien ne pouvait nous faire plus plaisir! C'est ce qu'il manquait le plus aux productions du développeur allemand. Le jeu proposera 3 parcours de difficulté différentes, traverser le jeu en difficulté normale prendra en moyenne 35 minutes au cours des quelles les joueurs affronteront 5 ou 6 boss et sous-boss. Techniquement, le jeu tournera en 60fps et occupera environ 784MBits. Les différents niveaux seront assez longs et offriront des décors panoramiques variés avec scrolling parallax. Comme la plupart des jeux de l'éditeur, le système de scoring favorisera les chaînes. Le projet occupe 2 graphistes à plein temps plus un graphiste indépendant, un programmeur/designer et un musicien; l'excellent Rafael Dyll. Une vidéo de la version alpha a été publiée sur Youtube, le moins que l'on puisse dire, c'est que ça ressemble très fort à Metal Slug (y compris le côté sanglant). Mais le jeu sortant cet hiver, il reste plein de temps pour peaufiner le produit. La cartouche de Kraut Buster est actuellement disponible en précommande en deux éditions: l'édition gamecenter standard dans sa boite en carton à 399€ et une édition limitée à 99 exemplaires fournie dans une shockbox avec un CD de la bande originale, 2 posters, une carte postale et un set d'autocollants en bonus. Cette édition deluxe coûte 449€. Un spin-off de Kraut Buster utilisant les mêmes personnages mais se jouant en vue du dessus sortira plus tard.

Site officiel: http://www.kraut-buster.com/

Vidéo de la version alpha: http://www.youtube.com/watch?v=CBdlmOXi9LM












Gamecenter kit


Limited Edition

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PostSubject: Re: Kraut Buster   Sun 7 Jun 2015 - 20:13

NG:DEV.TEAM wrote:
All MVS versions are limited to one print run. The game will be licensed in 2016 to another arcade platform for Japan/Asia.

--------------------------------

NG:DEV.TEAM vient d'annoncer que toutes les éditions MVS de Kraut Buster seraient limitées à un seul "pressage". Il n'y aura pas de réédition car le jeu sera licencié en 2016 pour une sortie sur une autre plateforme arcade pour les marchés japonais et asiatiques.

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PostSubject: Re: Kraut Buster   Tue 9 Jun 2015 - 21:16

New trailer and details about Kraut Buster:

NG:DEV.TEAM wrote:
Dear customers,

We recommend to first watch the new trailer and then read the long text:

https://www.youtube.com/watch?v=z9OEt-3CMXI

This video shows an early development version.
Due to a change to a different musician team all music is extremely early.
We are going this time with a FM/chip tune sounding soundtrack.
The music is done by the team Groovemaster303 and Jredd.


Game play:

As we got mixed reactions for the last video trailer we worked very hard to improve on all fronts.

Differences to MS games:

As some people think this is a blatant MS clone,here are some differences listed:

- Mask feature. Wear different masks to change your characters abilities, your weapons, change your surroundings and enemy behaviors.

Examples:

   - Chicken mask: become John Chickenstein and rescued chicks will join forces with their Gatling guns. You can also float slightly down with your feather power and drop big egg grenades.

   - 13th Splatterguy mask: turn the fight into a blood carnage with your super charged long range machete. Rage flows early through your body. Knife throwing chick sidekicks.

   - Wolf mask: supercharge your weapon power and make the grunts your little pigs. Rage flows early through your body. May have reduced scoring potential, but is easier to play.

   - Pig mask: sniffle out secrets like a truffle pig and don't get eaten by the big bad wolves. Your tasty bacon body withstands a few bullet hits. Reduces difficulty in a passive way.

   - Japanese "Tengu" demon mask: Jump as high and fast like a Ninja, use a Katana for close range attack and lay fused bombs (use them tactical). Also 3-way shuriken throwing ninja chicks.

   Currently we have 5 mask implemented, but we plan to add 4-6 more, like "Vampire Hunter" mask (chain whip in the dictator's castle?), "Gunlord" mask (maybe with his wheel bombs?), "Uncle Sam", "McKraken Nerd mask", "Chainsaw killer mask". The possibilities are endless.

- Rescued chicks can act as sidekicks (depends on the mask). For example they shoot a Gatling gun, throw shurikens and knives. The amount of chicks attached change also their behavior.

- Contra style controls and game play elements such as:

  8 way aiming
  Aim lock (lock the weapon in a direction to better shoot enemies from above)
  You can hold 2 weapons and switch between them anytime. If you die, you only loose the active one. (adds a nice tactical component)
  With holding the lever in direction you can throw grenades further away
  You can drop down from ledges/objects and outmaneuver enemies from above.
  Faster pacing
  Weapons like 3-way, scatter particle shotgun, arch grenades and others
  Lot's of mini bosses (a little bit boss fest style here and there)
  Spawning run-in enemies in some run'n'gun sequences.
  1 mid boss per stage
  2-3 scenario changes per stage
  Different characters may have slightly different abilities (like speed/jump height)


- 2 players can co-op/interact with each other, like standing on the shoulders of each other to reach higher places. The score counter is shared for maximum co-op feels.


- Mission bosses are mostly based on German WW2 "Wonder Weapons". Like "Der Mörser „Karl“ (Gerät 040/041)", The "Bismarck", "Schweres  80-cm-Kanone (E) „Sondergeschütz“ Dora". We also added a few fantasy bosses like WW2 style mechas

- Mid bosses and mini bosses are more fantasy based like War-hot-air balloon, WW2 style mechas "Schneeläufer Ausf. B", "Über Soldiers", "Russian War Bears".

- Stages are up to 9000 pixel long pixel art drawings (no tiles, just like a huge fighting game background)
  It's probably one of the most ambition pixel arts games made in a long time. No other company out there besides us is doing real 16 pixel art arcade games anymore and especially not in this scope.

- choose up to 3 different routes/difficulties with changes in length/map design/enemies and attack patterns.

- physic simulation for dead bodies/body parts, a first on NEOGEO! and a first on 16 bit?  (currently in BETA)

- 60FPS/60Hz twice as fluid, twice as responsive, zero the lag of MS games.

- one of the biggest and most ambitious games developed for NEOGEO since SNK's unfortunate demise in 2000.


If you still think it's just a clone, just think of it as an in-official sequel. But with completely new engine, completely new graphics,completely new music, completely new stages, completely new enemies and completely new game play.

We want this game to become our masterpiece and tribute to NEOGEO and we are willing to continuing work very hard for it. If you have any feedback how we can further improve or cool ideas for mask items please don't hesitate to contact us. You can contact us anonymous too: http://www.ngdevdirect.com/contact_us.php (just use some bogus email).

If you don't follow us on social medias, you can find some new CRT screen shots and product photos here: http://www.kraut-buster.com

TL;DR: Kraut Buster will be awesome!

Best regards,
NGDEV

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PostSubject: Re: Kraut Buster   Wed 10 Jun 2015 - 21:23

Kraut Buster news of the day. Wink

The initial AES Collector Edition run will be extended. The good news for us is that the extra revenue will be used to improve the game. Read below:

NG:DEV.TEAM wrote:
Dear Customers,

well this didn't go as expected. Kraut Buster AES CE was sold out within ~1h.
After the harsh critics of the first video and the price increase we didn't expected to sell that fast and well. We thought it will take at least 24h.
While that's good for us on first glance, it's also a serious problem. A lot of our best long time customers didn't got a CE unit. Due to a bug in the shop system we are also overbooked by more than 10 copies.
So what should we do? Cancel those units? Cancel the known investors? We can't really cancel them as they are very important to us too, whether some people like it or not, they help quickly raise the money that's needed for development.

To give our long time customers a chance we decided to increase the limitation.

All extra proceeds will go into increasing the quality further and also adding new content.
For example adding the female character, maybe a nice pixel intro as well. This type of game is eating money away like
nothing else. So it will be a welcome help.
It's both in the interest of gamers and "investors" a like. If you are an investor and want to cancel due to the increase, we will immediately comply and refund.

We will go with a maximum of 22-42 extra units. We will close it latest on June 19th no matter if we sold less. The certificate card will be adjusted accordingly. Numbers will be given in order of payment.

We sincerely think that this is in the best interest of everyone and especially for the NEOGEO community. Only with large sales numbers we can create the games the NEOGEO deserves.


Regarding the music.

It's really extremely early. The new musicians basically only had 2 long weekends to create what you heard in the trailer. Imagine what they can do in the next 6 month!
The reason we switched the musician is that Rafael unfortunately needed to retire from making commercial video game music for now, due to private and job obligations. We will miss his music for sure. He already promised to return for Gunlord 2, if we ever make it. Good news is that we have 2 SHMUPs in our secret vault with Rafael's completed music that will be released in the next years.

Best regards,
NGDEV

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PostSubject: Re: Kraut Buster   Sun 18 Oct 2015 - 11:37

New pictures of Kraut Buster:
De nouvelles images de Kraut Buster:


Midboss: "Bohrmaschinen Totengraeber Mk II" a drilling machine used to build the secret weapon science base.
Le midboss "Bohrmaschinen Totengraeber Mk II", un engin de forage utilisé pour construire la base secrète de recherche en armement.


Boss: "Kleiner Siegfried" controlled by the scientist "Professor Stubenhocker".
Le boss "Kleiner Siegfried" contrôlé par un scientifique, le "Professeur Stubenhocker"


Mutant enemy. Some of the acid spraying soldiers mutate when killed and become crazy fast and agile mutants.
Un ennemi mutant Certains soldats projeteurs d'acide se transforment en mutants agiles super rapides lorsqu'ils sont tués.


Other shots are available there: http://www.kraut-buster.com/screens.html
D'autres images sont visibles ici: http://www.kraut-buster.com/screens.html

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PostSubject: Re: Kraut Buster   Thu 16 Jun 2016 - 19:12

New gameplay video:


New details:

NG:DEV.TEAM wrote:
Dear NEOGEO fans,

after a long wait we finally have a new video ready.

Sorry for the long time. But it's the first time and maybe the last time we create a project like this. So we want to put everything in that we can.
Currently Kraut Buster has no release date, but a release in the late 1st/early 2nd quarter of 2017 seems realistic.

We have great news for the music, Rafael Dyll is back with a vengeance. With a dramatically increased budget and the fist time with the support of a musician who plays live in the studio his guitar and e-guitar. Having live recordings from a studio musician is a first in one of our games.
The result is a fantastic rocking OST.

The sound mixing of the video has priority on the music but we have tons of new SFX in the game too. Currently it has around 2x-3x the amount of SFX than Gunlord. We haven't decided on voice recordings yet, but we will do some experiments with it later this year too.

As the project increased significantly in size and budget we decided to introduce some kind of mission select structure to the game. So the players can choose the length of the gaming session and the mission parts themselves.
Kraut Buster can be played both as a short and sweet arcade experience or a long more console like session. It also adds more variety and replay value.
The player can also select his military rank (1-PRIVATE,2-CAPTAIN,3-COLONEL) which has a big impact on difficulty. It influences the amount of action and AI of the enemies among other things. The grunts/Zakus are always kinda stupid but they may learn a trick or two in higher difficulties.
We are currently testing whether we allow difficulty selects for each sub mission (kinda like in Death Smiles) or only global.
The video was captured at rank 2-CAPTAIN.

The wolf mask was designed for speed runners, it increases both movement speed and weapon power. It's draw back is that it consumes ammo faster, so it requires a more careful ammo/weapon management.

The video is quite long as it's purpose is to show new mission parts and general progress. More details will be added but like always in game development that will be done in the last 3 months (polishing phase).
It shows parts of mission 2 (2-2/2-4) and mission 4 (4-1/4-2).
The last video (#2) showed parts of 1-1, 2-1 and 2-3.

For the first time we used 60 fps for the video. If your video player does not support it, there maybe some glitches with flicker transparency effects (sprites seem to disappear) or other problems.

Video: https://youtu.be/IzAGkLOJ-No

We added Kraut Buster AES (regular) back to the shop for a limited time to increase the budget further.

Best regards,
NGDEV

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PostSubject: Re: Kraut Buster   Fri 23 Dec 2016 - 3:15

News about Kraut Buster!

NG:DEV.TEAM wrote:
Kraut Buster Mission Status Report 2016

Dear customers,

with the year ending here is the current state of Kraut Buster for NEOGEO.

Compared to our original vision the game got pretty huge, basically twice as many mission parts, twice as many bosses etc. as originally planned.
Without any additional financial costs to you, but at cost of waiting time.
At current projections the game will break even but will not generate any profits in the first year, but that was expected from the beginning, it was always a dream project for us.

Work on the final mission already started. We have the basic map done, currently it's getting finalized pixel art.

The game is kinda "two games in one" both in content and game modes. It comes with two quite different feeling game modes.

"Slug"* mode:

Tactically and slower game mode, similar to the classic MS series. Lots of stops with fighting bigger enemies and a more tactical approach.
Due to the size of the game, we plan to offer a mission select (A or B) in this mode to keep the playtime around 30 minutes.

"Contra"* mode:

Fast and action oriented. Only stop at mini bosses and bosses and run and crush through enemy hordes. Probably no mission select here as the increased speed/flow gets the playtime under 30 minutes.

Enemy balancing and enemy placement may differ slightly to reflect the slightly different mechanics.
Weapons/Powerups/Secrets/Masks will be handled differently in this mode too.

* (Both game mode names are just placeholders)

We will show the "Contra" mode in a later video in 2017.


Some current statistic numbers (subject to change):

9+ bosses
6+ mini bosses
19 mission parts
207 screens.
Nearly all are individually hand drawn pixel screens (not tile based, think more fighting game backgrounds).
That's like 86 KoF backgrounds (of course with less animation in KB). All combined, give a huge picture of 66240x240 pixels.

New screen shots from Mission 4-4 are available on the game site/the shop site and Facebook.
















As you can see in the screen shots, we also reworked the HUD:
We removed the big bubble head from the HUD as it looked too "western"/unfitting for NEOGEO to us. It also would have taken too much of the very small SFIX ROM space with the other characters.

------------------

Release date:

In the last newsletter from 16th June 2016 we stated:
"Currently Kraut Buster has no release date, but a release in the late 1st/early 2nd quarter of 2017 seems realistic."

Our new estimate is to start beta testing in June and start to ship in September. We originally had planned to have 3 pixel artist full time on this project, but in the end only two were available over the full course. That lead to an unexpected delay.

We know that we started pre order too early for it, but without the pre orders we wouldn't have been able to made a big game like this.
The next few games will be smaller projects again, with similar work sizes like NEO XYX (pixelart) and Razion (CGI).
We will probably do a huge project in the size of Kraut Buster in the future again, but not for a few years and in a different genre.

------------------

MVS reprints:

Originally it was planned and communicated in the newsletter that the MVS reprints will be produced together with Kraut Buster MVS. As sales of the reprints are getting close to our minimum factory order amount we will try to produce them earlier. For now we set April 2017.

Thanks for being patient and happy holidays,
NGDEV

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