Week 3


WEEK 3:

I started this week by brainstorming the core experiences of the game. I want the fact that you are a frog to inform a lot of the core of the game, so I spent some time considering things commonly associated with frogs. I came up with a short list

Mushrooms, Lillpads, Jumping, Long Tongue, Eating flies. Then I came up with mechanical solutions for each of the aforementioned items on the list. Mushrooms will be “jump pads”, lily pads will be “falling platforms”, jumping is self explanatory, the long tongue is our “grappling hook” mechanic, and I am tossing around the idea of replacing the mouse cursor with a fly or a few buzzing flies but I am worried that since our frog loves pudding, will he still be trying to eat flies.

I worked on implementing the mushroom jump pads, and successfully got them working with both the programming and what I believe will be the final animations. Now I can easily implement jump pads during the level design stages a little farther into production.

Worked on the Lilly Pad logic and got some simple “buoyant” platforms for water sections. Also learned how to use buoyancy effectors to create a river like water with a current that pulls the player back to the start if they miss the jumps on the lily pads. Finalized the first pass art for the lily pad platforms.

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