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TIGSource ForumsCommunityDevLogsChoconoa: A 3D platformer in the world of pastries
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Author Topic: Choconoa: A 3D platformer in the world of pastries  (Read 267 times)
Iridescent Waves
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« on: January 12, 2018, 06:29:48 am »


A 3D platformer in the world of pastries.


LINKS
Devlog #1 : Introduction
Devlog #2 : Levels structure, boundaries and tools.


Hello! After 4 months of work, it's time for us to start a devlog for our new project!

STORY

You play Choconoa, the prince of the chocolate world, and you must grab back the sugar stolen by the princess of the candy world.

GAMEPLAY

The 4 gameplay pillars are:

  • You need to collect basic ingredients (chocolate, flour, eggs and milk) and recipes, and thanks to the magic of your wooden spoon, you can create a catapult.
  • The bonus collectible is a chef's hat wich allow you to bounce and be invincible for a limited time.
  • Next are the sliders which allow you to access different areas and grab extra collectibles.
  • Last is the chantilly on the floor which makes you go faster.




FEATURES

  • LINEAR LEVEL DESIGN - SEQUENTIAL ORDER
  • SINGLE PLAYER AND LOCAL MULTI UP TO 4 PLAYERS SPLITSCREEN
  • COLORFUL STYLIZED ENVIRONMENTS
  • KID-FRIENDLY
  • PASTRY THEME

WHAT'S DONE

  • PROTOTYPE
  • BASIC MENU AND HUD
  • CORE GAMEPLAY
  • HERO BASIC ANIMATION SET
  • SOME ENVIRONMENT PLACEHOLDERS
  • SOME SOUNDS AND FX PLACEHOLDERS

TODO

  • LEVELS
  • CHARACTERS MODELS
  • ANIMATIONS
  • ART
  • SOUNDS AND MUSICS
  • TEST

TOOLS

  • UNREAL ENGINE 4
  • ZBRUSH
  • BLENDER
  • GIMP

TARGET PLATFORMS

  • WINDOWS, MAC AND LINUX
  • NINTENDO SWITCH

« Last Edit: January 19, 2018, 04:03:42 pm by Iridescent Waves » Logged

TEETH
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who the hell uses aim or msn anymore


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« Reply #1 on: January 12, 2018, 07:51:38 pm »

That spoon catapult looks like an interesting and cool game mechanic. Overall nice looking game.
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Iridescent Waves
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« Reply #2 on: January 19, 2018, 03:30:50 pm »

Last week we made a draft design document to visualize the global structure of the game.


Because the levels are linear with a lot of verticality and the camera free, we are trying to find a good solution for the boundaries. Of course it will be heavily filled with environments deco but we want don't want to spend a lot of time making sure there are no holes! And we don't want invisible walls which are not obvious. So I tried with a depth-faded (using depth fade for the intersection between the wall and the other objects, and a camera depth fade) magic wall like this:



Now the chantilly path automatically conform to the ground:



As much as possible we try to save time by creating tools like this:


 
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