Jay and Silent Bob: Chronic Blunt Punch July 2020 Update
In June the team Participated in the Guerrilla Collective press conference, debuting the 2020 Jay and Silent Bob: Chronic Blunt Punch gameplay teaser trailer among 80+ other dope games.
Jay and Silent Bob: Chronic Blunt Punch Gameplay Teaser Trailer
Chronic Blunt Punch Development Update
We have been tweaking the combat, animations, level design, and added additional elements such as hazards to the game to enhance the overall feel. As far as combat, we have been adjusting the juggling and air combos with new ice-cold, creamy physics that adds weight and impact to the combat feel. We are topping off that hot fudge Sunday with new visual effect cherries for your eyes to savor. (<—— Went too far there)
Chronic Blunt Punch December 2019 Update
Welcome to our December Chronic Blunt Punch Direct Update. Our last update went over the announcement of the 8-bit supplemental retro Jay and Silent Bob: Mall Brawl game that all of our backers will get free and was offered as a physical cart through Limited Run Games. We are still pushing forward on the release of Mall Brawl and working on Chronic Blunt Punch and will focus on the art and animation side of development in this update.
Art and Animation Update
Animations are a very significant part of the game. We start each animation hand-drawn, color them digitally and then pushed through the technical pipeline until they are ready for the game. We have a ton of eye candy shoved in this jam-packed update. We are currently focused on finalizing the last few Jay and Silent Bob moves, tweaking the enemy designs and working on Bluntman and Chronic. Check out some of the processes below:
Silent Bob Super Move Pose Design
Each of the super moves will be triggered with an opening pose and then go into the attack. Think King of Fighters, Street Fighter, Tekken or even the WWE where the characters make a dramatic, theatrical pose before they bust their super special move.
Silent Bob‘s Super Flex
Jay‘s Metal Super Pose
Bluntman and Chronic Supers
Since the early concepts, we have been playing around with how we would incorporate our videogame versions of Bluntman and Chronic into the design and mechanics of Chronic Blunt Punch. This will now be in the form of super moves that the player will be able to use once they have reached max energy in their Revenge Meter!
Bluntman Super Attack Rough
Chronic Super Attack Rough
Hipster With Baby Color and Combat
Our Hipster With Baby Character has been adjusted and changed during the progression of the game. His long-range baby attack is now even more dangerous to the dynamic duo and we now have alternate versions of each enemy.
The revive component is an evolving mechanic in the game. We are tweaking the effects and particles to match the animation for a more dramatic feel.
Jay Revive Smoke
Bob Revive Fart
Jay and Silent Bob: Mall Brawl Update
Mall Brawl was started as a way to give an awesome experience to the backers of Jay and Silent Bob: Chronic Blunt Punch as a reward for being patient during the development process.
Mall Brawl MIX Stream
Great news! The game is nearing completion and almost out of the oven. We are putting the finishing touches on what we feel is a full 8-bit, classic experience that is super fun to play solo with the character swapping mechanic, or with your friends in the co-op mode where a friend can jump in on the fly to pummel enemies.
Below is some more footage of the game:
Intense Elevator Action
Rewards Fulfillment and Slacker Backer
The team is still working hard on the game. We currently do not have a release date. We appreciate the patience and will let everyone know as we progress during development.
Mall Brawl For Backers and Pre-orders
Jay and Silent Bob: Mall Brawl will be finished by next month and we are working on the time of release within then next couple of months. We will announce to all of our backers before everyone else and you will be the first to get a copy.
We announced to the public that we would be opening pre-orders to those who were not able to participate in the Fig.co campaign. The pre-order funds go directly towards the development of the game. We encourage folks who supported the project to shout out the updates and pre-orders.
Pre-Order the Digital version through Backerkit – https://jay-and-silent–bob–
More info and FAQ about the game – www.mallbrawlgame.com
Happy Holidays and Thanks for all of the feedback!
We have tons of stuff to share in the near future. Make sure to reach out to us through email or our social media channels. We are always down to answer your questions regarding the development process or what we are up to in general.
We are also starting a new Discord Server and will share it soon so we can share more exclusive content there as well.
Until next time!
Twitter – @interabangent
Instagram – Interabangent
Facebook – Chronicbluntpunch
Website – Chronicbluntpunch
Hey Beautiful Supporters!
The JASB team has been working on the game diligently and are taking the time to make sure everything looks and feels great.
Release Date Questions and answers:
Questions are popping up in the comment threads asking about the release of the game and the quick and easy answer is… late 2019.
Whaaat… The game is delayed!!!!
Here is a brief breakdown of what lead us to push the release date back.
While planning our Fig campaign in late 2015, we were also putting together our development schedule. During this process, we predicted that Q1 of 2018 would be enough time to deliver the PC version of the game and for the console release we would work on a Fig Slacker Backer with investment options.
Game development started when the campaign was successful due to your amazing backer support, the initial investment from fans and Fig.
Overall there was a slight delay in some of the investment based funds coming in which caused us to be more lean with development which pushed our timeline out a bit. We briefly mentioned this in an update for November 2016.
We are in a great place with our current timeline as many of our targeted gameplay systems are good to go, and we are massaging these pieces with polish and testing. Our main focus is tuning combat, AI behaviors, our custom physics for enemy juggling and advanced fighting mechanics. We will share footage from the playable in our next update and break down the development timeline.
Sometimes making sausages takes longer than expected, especially when that sausage is a video game. Thanks for your patience while we meticulously stuff this bratwurst full of meaty gameplay goodness.
Jay and Silent Bob: Reboot
Before starting Chronic Blunt Punch we were planning on releasing the game around Clerks 3 or the Mallrats series that were in the works, in order to cross promote and potentially work in tie-ins with our walk on rewards. We were bummed to find out that both projects were taking a back burner. Out of nowhere K. Smith announced that he was going to film another Jay and Silent Bob film called, Jay and Silent Bob: Reboot! This exciting news because we feel it is a perfect crossover for both mediums. The script is reaaaallly good and we are hype about the potential. There is a tentative schedule for the film to start shooting this summer and we would like to release the game around the same time as the movie, which is slated to release in 2019.
The Fun Stuff
Concept and Animation Updates:
With Jay and Lunchbox we have been focusing on adjusting the animations that are in the game so they feel more fluid with each button press as well as adding some polish to the characters through shadows. We were playing around with flat shaded animations but decided to move forward with a more dynamic approach.
Shadow Prep Animation
We are getting backer rewards together in order to send them out before the game is released. Some rewards are based upon assets that will be available when we are closer to launch.
The backer art prints will be the Jay and Silent Bob original Hanzo illustrations. These pieces are dope and we are The Faceoff Jay and Silent Bob portrait poster and the Hemp Knight and Chronic in action poster.
Fun With Polish
We love the old school beat-em-ups random health pickups that were super prominent in every action game released in the arcade in the mid 90’s. There is nothing quite as comforting as punching a crusty, rusted ass barrel in order to sink your teeth into a steaming hot turkey, perfectly plated with all the trimmings. We are spicing things up with random and not so random health pick-ups that will keep the dynamic duo’s mouths salivating and their bodies healthy, so they don’t bite the dust when eating foot-long fist sandwiches. #Puns.
Below are a few of the edible items that are in the game.
Chocolate Covered Pretzels
Piss and Fly Burgey
Got the munchies eat some Munchie Puffs
We are busting out some of the games particle effects as they pertain to roundhouse kicks, explosions and Bluntman’s Chronic blast. When Jay and Bob dash, hit the floor or leap into the air we want to add a bit of flare that creates not only a sense of depth but adds weight to the characters.
Since our last update the news came in that Mr. Smith had a heart attack, which caught everyone by surprise. We were glad that a few days after Kevin’s hospital posts that he was all gravy, he lost mad weight and has recovered, as a vegan none the less. Props to his team for holding him down and much love from the JASB: CBP Team.
We regularly post updates weekly through Twitter, Instagram and Facebook, please follow us on those platforms for frequent posts and behind the scenes action on the game. We wanted to take the time to answer your questions as well as give you a quick update on where things are with the gizzzame!
The Chronic Blunt Punch website is live and we get direct messages if you leave feedback on the blog. Feel free to reach out if you have any questions about anything regarding development.
Twitter – @interabangent
Instagram – Interabagent
Facebook – chronicbluntpunch
Website – Chronicbluntpunch
Much Gratitude for all of your support.
JASB Development Team
Happy Valentine’s Day, friends!
My name is Hang Dangler: The antiquated grandpa whose superpowers are flight, dangling, and having a keen memory. I would like to wish you a super timely Happy Valentine’s Day, open up my diary and give you a glimpse into the world of a romantic superhero so you can get a first-hand account of what is going on with me and my friends in Jersey streets!
Friday, February 2nd: Brotha Dangler
I was on my way to save a burger burglar when I spied my cane-wobbling twin brother, Tommy D. disrespect the law by jaywalking down 5th in a stolen Motel 6 robe. The Dangler brothers were raised better than this, I tell ya.
Much love to all of you and if you need help just dangle a sock full of quarters out your window and I will swing through, swoop them up, save the day, and wash my drawers.
It has been grindstone city over here in Jay and Silent Bob: Chronic Blunt Punch Land.
In the last update we went over the new concepts for our revive and tag team situations. We are still working on those animations, the implementation, gameplay balance as well as the impact, which are all coming along nicely. Along with those features
we are working on enemies, enemies and more enemies. We are focusing on how they look, how they feel, how they fight and how they get punched right in their lumpy little face pieces. Below are a couple enemies that show the grotesque and silly
style that we are working on nailing as we move forward.
Buff Boy Body Flex
Wide Boy Waddle Walk
We are working on some memorable characters or shall we say, spiritual successors to characters you may have seen in Dogma. These dudes will shove a triple deke in your face if you try to stand between them and the ball.
Maurice Muscleberg: Security Guard King
We shared Maurice in the initial JASB: CBP concept during our Fig campaign. He is a big boss in the game and is nearly complete. Below is the first image we shared along with some of his basic animations. Check out how he shows off his fatty pecks
with his Buff Boy Body Flex maneuver and his gorgeous gait with his Wide Boy Waddle Walk. More info on M&M to come!
Convo Combat Update
We have been putting together the Convo Combat and thanks to the team and our new team member Brian Cronin things are being implemented nicely as we iterate on the design! The image below is one of our first alpha tests. This is a rough representation
of how it will flow with limited animation depicting the emotional response as well as a retort from Mr. Muscleberg himself.