Then i showed him some of my past work on other little projects, be it blender things, 3ds max, short animation clips, some industrial / mechanical drawings under autocad / solidworks.

In the beginning, it's true that i was only posting my comics and life things going on for me on Steemit, so Hitmanchoi had no clue i was kind of able to modelize , animate and bring characters to life.

(picture : Choibot working on os / windows and being able to render sprites on both apple and pc platforms after some coding )

This project is still in it's early stages, but by learning more about Steem python, we will be trying to implement weekly or monthly leaderboards / scores of the game posted by a bot on steemit, we needed a lot of adaptation and learning to be able to fit the python engine on both windows and apple / os and we managed to render the sprites on both platforms, wich is a major stepping stone for the project, as we wanted it to be, at least, wide spred on the Steemit platform / ecosystem.

This project begun when i and Hitmanchoi decided to discuss a little bit more about this platform actually, how it was really nice posting our work and getting upvotes, it was hard for us to believe we could actually make our lives a little bit more comfortable with Steemit's help, we decided to talk on discord about what our plans were for the future on Steemit, and more specifically, what could we do together as some kind of "thank you" for all it's bringing to us.

Steemdya is a free indie 2d sidescrolling platformer game (metroidvania) that me and @roundbeargames are actually developing for the Steemit platform as a manner to thank the platform and it's users to support me as a disabled person, i work totally free and benevolant as lead artist on the project and hitmanchoi as an independant dev / coder trying to implement as much features as possible with the game, interconnecting it to the platform, and it hasn't been an easy task for him, as we did not knew much about steem python and pygame and other 2D capable engines able to run on the steem python code.

showed some of my older designs / drawings

Then we spoke about the game we would like to make in common, and we came back and forth with a lot, and a lot of ideas while brainstorming, talking about game design :

We wanted a mix of both killing, and having to evade ennemies, for good speedruns

we then wanted "dodgeable" ennemies and some in the way that you cannot pass until you kill them

so we can make narrow passages at some point with 1 ennemies there

But we need like 75% of avoidable ennemies

while the rest is kind of mandatory to kill and paced in a rythm.

IT makes for a bette rythm in gameplay

And less boring for the player

It means you have to have at least one ennemy to kill every panel or every transition while you can skip 3 monster on the panel

The rythm should be along the lines of : "avoid , avoid, avoid, kill"

avoid , avoid, avoid, kill : avoid , avoid, avoid, kill : avoid , avoid, avoid, kill : avoid , avoid, avoid, kill :

Something a little bit like a song !

Then we also talked about some other aspects of the gameplay, more in details around how we interact with the character : (WARNING : if you want to avoid some spoilers you can skip this read ^^ )

fast weak attack button ( kick )

middle attack button ( hammer fast )

heavy slow attack button ( hammer slow )

Ranged / distance attack with steampunk harpoon, pistol or bow

jumping attack

sliding on the floor, like a football tackle - provides a temporary immunity ( we need at least one move that gives the player some timed immunity limited to 1 or 2 seconds to avoid some boss attacks if he wants to survive in "Steemdya must die" ( one hit death mode )

Super attacks : consume more or less of a supersteem vapor energy bar, that is like endurance, it replenish by killing and hitting ennemies, so it's use is limited to 1 or 2 highly powerfull super attacks, or 4 middle powered super attacks.

super attack : summoning plane that launch bomb and kill every ennemy in screen (except bosses, it takes 20% of life boss )

super attack train (kills everything in line in front of character )

super attack graphics card : summons a huge graphics card that attack with it's fans turning fast, making confettis of 1 and 0 bits of ennemies )

super attack charging : hammer keep pressing the heavy attack button, takes 2 to 3 seconds to charge to maximum power, if keep pressing for 5 seconds without being hit extra damage added to the super attack. character must be able to keep moving and dodging / jumping / sliding while continuing to charge attack so he can do that in front of a boss.

super attack release = hammer swirl

animating a double jump

SteemPlane

Blocking with hammer

Block combo charging a super counter attack

blocking super attack :

Block ! Block ! Block ! BLOCKCHAIN !

(summoning a super attack from the hammer that act as a powerfull counter)

Last but not least :

green endurance bar that allows the player to run faster while pressing a button like shift on keyboard, it accellerates with the % of stms (steemspeed) steemspeed also provide a very very slight boost to character normal movement (like we said, 05 % of normal speed and with endurance for running, around 1% per stms gained )

(those are the ideas i have, if most of them not possible, we would make more basic stuff like running, jumping, attacking but it would be nice if we can implement some of these at least.)

Steemdya is a character that will be using "STMP" (steem power) as his main Strength characeristic (just like in a Role playing game with character stats )

His life bar will be represented in steemit blue colors, that empties if he takes hits, he wears steam boots that uses steem as a green stamina bar to dash forward faster, his boots also allows him to do a double jump with the same steem usage.

He wears a steem hammer that, also, charges with steem while pressing the button down, the game is still in very early beta, but we are trying to share our dev progress as much as we can.

Helping me would not only help promote our work but also the Steemit platform, and i strongly believe in what i'm doing, i put a lot of my heart and passion into it.

The final game will be more like a 2D platformer using 3D models as sprites, ennemies will be parodies of other social media platform (such as twitter, with a bird mechanical boss, facebook with a Zuckabot as a boss of another level, also some lesser ennemy types inspired from these social media platforms , i linked some pictures in the mail about this too )

now we have more complete sets of animations working :

And better hairs and tissues physics going on in his running animation, because we try to have nice things for you here !

Also, we wanted some of the most famous social media platforms as a basis for ennemies in the game ( Zuckbots / facebook / Tweitzerpolice / twitter and Youtube probably, every one of them in parodied and funny versions of themselves )

We got early / very small prototypes going :