DevLog 3: End of Prototyping
Gameplay Logic
To achieve a fully functioning final prototype, we needed to implement a solid game loop that’s not only playable but also fun. This includes having a clear win and lose condition and ensuring that the mechanics are enjoyable and fun to play with. All mechanics must seamlessly work together, creating a smooth and enjoyable player experience.
Heron
A crucial aspect of our game is the Heron, the big bird looking for a snack. Without proper AI logic, the heron wouldn’t be much more than a fancy set piece, leaving players with nothing to do. For the game to be exciting we need the heron to have some behaviour that allows it to perform different attacks. We need it to be alive. Our current focus is on the first two attacks out of a planned six, spread across three stages in the game. Each phase would introduce new attacks for the heron to utilize.
Talon Attack
The Talon Attack is one of the bird’s first moves, and is designed to keep the players on their toes. When the heron chooses to strike, one of its legs will rapidly extend into the arena, trying to grab one of the frogs. If it succeeds, the captured player will slowly be dragged away from the arena, helpless to escape alone. At this point, the player is in a bit of a pickle and must rely on their teammate to help them before they get pulled out of the arena.
However, if the targeted player manages to dodge the attack, the heron will retract its leg in frustration. The frogs are safe now, but not for long as the heron will already be planning its next move.
Beak Attack
The Beak Attack is another move in the heron’s arsenal. The heron will lean forward and peck its beak into the battlefield. As a small frog, taking a hit from a sharp, big beak is… less than ideal. This attack doesn’t lock onto a specific player, introducing an element of unpredictability. You will need to look for the signs of where the heron might attack next.
Player
The players are just as important as the heron. Controlling a frog should feel good, not frustrating or annoying. You have to feel like you’re actually doing something and contributing. We refined some parameters to get a good feeling of the general movement for this prototype.
Reviving
When you run out of lives, you die. That’s unfortunate… However your teammate can save you! After a short delay you will re-enter the arena in a bubble. Your teammate can then free you by popping the bubble with their soundwave attack.
Art Bible
We would also like to share a few images of our Art Bible that we finished this week! With the art bible, we define the art style of our game. How everything should look, and how it should be designed from an artistic point of view.
Color Palette
Composition
Play our Gameplay Prototype!
Our final Gameplay Prototype is available for you to try out! You’ll need 2 players connected with a controller to play it in the intended way, however if you’re alone and just want to test it, or you don’t have a second controller, keyboard input is also available, although not supported as much as a controller.
We’d love to hear your thoughts! Play the prototype, let us know what you think, and feel free to give us feedback!
That’s all for this week, see you in the next devlog!
Files
Get [Group28]Ribbit Rampage
[Group28]Ribbit Rampage
Team up as frogs in this chaotic, co-op-focused boss rush game and take down a giant heron in an epic showdown!
Status | In development |
Authors | VikKever, Choclified, Ciccarelli_Eleonora, PaulaSzklarz, Kobazaaa |
Genre | Platformer, Survival |
Tags | Arena Shooter, Boss battle, Cute, Frogs, Isometric, Local Co-Op, nature, Unity |
More posts
- DevLog 5: Production continues7 days ago
- DevLog 4: Starting Production14 days ago
- DevLog 2: Prototyping28 days ago
- DevLog 1: Prototype Research34 days ago
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