#2 Prototypes And Designs
Even more prototyping!
A quick recap Last week we talked about who we are, how our idea came to be, and how we intend to implement it. We already started some small-scale prototype projects, tested some possible implementations, and mostly focussed on confirming/contradicting the theories as well as research we did towards various subjects. We shared some of the conclusions and insights and showed some very primitive/early gameplay as well as a look at our celshader. Interested in a more detailed report of what we found out? Check out our previous development log https://nielsbernaerdt.itch.io/group-15/devlog/352651/1-introduction-post
The Engine We will catch up right where we ended 7 days ago. The Engine.
To spare you from a series of arguments between team members, (Don't worry, we still love each other 😉) we concluded to use:
The Unreal Engine 4.
A lot of “What is best?” and “What do we want?” or even some “What is easiest?” went around the past 2,5 weeks. We had a hard time making a decision, so we went back to the basics and asked ourselves a very basic question: “How do we see our project become the best version of itself?”. And that is where we found our answer to be UE4.
Now we got rid of that problem: what else did we work on this week? This week was all be about the design process, prototyping on those designs, and combining/iterating existing mechanics.
Character Design:
Even with the decision being a “2D race platform fighter” a whole lot is still to be decided. We wanted to keep it simple and funny and, after a brainstorming moment with the team, we came up with: squirrels racing up a tree.
Level Design:
Racing away from each other kind of ruins the whole 'fighting game' experience. This is where the level design comes in. Special platforms placed in a carefully thought-out level design will be a very, if not the most, important part of making the game fun to play. As they will play a principal role in getting players back in close combat range to each other, as well as keep all the players in the race.
Hud Design:
So okay… a 2D background, 3D game objects… but how about the HUD? Well, we decided to go with a 2D HUD to preserve the contrast created between decor and game objects. A wooden style is chosen because it fits well with the theme of the game.
Platform Models:
And how do we have these 3D game objects in mind? Well, here you go! Some simple platforms (left and right) as well as a prototype for the bouncy platform (center). These leaves combined with a shader to make them sway will already add up to quite a result!
Parallax:
This week's devlog was all about the artists and their magnificent designs, but also the programmers created something new in between iterating. A parallax camera object to replace the normal camera. Very useful to create an illusion of speed & create an easy, but powerful, way to introduce depth to the game.
Coming soon
- No more prototyping. We will start working on the game itself using the acquired knowledge through researching and prototyping
- Tasks will be set up and distributed for the coming production sprint
Files
Get SquirrelMania
SquirrelMania
Fight your friends and reach the end of the level first.
Status | Released |
Authors | NielsBernaerdt, Yanouk Verleysen, SiyunMaes, NicolasNeveDae, Merlijn Heylen |
Genre | Fighting, Action, Platformer |
Tags | Casual, Cute, Fast-Paced, Funny, gamepad, Local multiplayer, Side Scroller |
More posts
- #10 SquirrelMania ReleasedMay 22, 2022
- #9 Let's Polish It UpMay 16, 2022
- #8 Sprint Two FinalizedMay 10, 2022
- #7 Meet Sid, Mel, Yan & NicMay 02, 2022
- #6 Sprint 2: InitiatedApr 25, 2022
- #5 Sprint One ConcludedMar 29, 2022
- #4 ProductionMar 21, 2022
- #3 Transition PhaseMar 14, 2022
- #1 Introduction PostMar 01, 2022
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