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Newt One talk

https://www.facebook.com/devnari

https://twitter.com/DNANewtOne

Contact us about beta testing and Slack channel access

Intro & overview

  • classic 3d-platformer
  • (truly) non-violent
  • enjoyable and approachable by all ages
  • levels should be succinct (about 3-5 min for experienced players)
  • highly replayable (parrots, notes, achievements, narrative unlocks, etc)
  • non-linear
  • multiple platforms (console launch first XBOne, hopefully)
  • increase happiness and well-being... possible? We'd like to try and find out

overview1 overview2 overview3 overview4 overview5

Inro Play through

  • Level 1: Forest 1 (no power ups, focus on environment and music changes)
  • Level 2: Clouds 3 (Burst and Wand)

Art

art1 art2 art3 art4 art5 art6 art7 art8 art9 art10

Level Design

ld0 ld1 ld2 ld3 ld4 ld5 ld6 ld7 ld8 ld9 ld10

Systems

systems

  • Level (percentage, drone/music, aesthetics)

  • Realm (wand, parrots, time)

  • World

  • music level system level music system

taxonomy

achievements realmAchievements worldAchievements

Testing Analytics System

testing SQL

video

Other programming tidbits

  • RNG for non-gameplay stuff
  • Language selection

languageSelection

Other Systems/Features

  • Scale Outs

scale outs

  • wave platforms

wave platforms

Adding New Features/Course Adjusting During Development

movers-path movers-stopping path mover

  • originally thought only back-forth movers would be enough

simple mover

  • started using movers in creative ways in level editors

ice platforms

  • evoled to pathing movers

path mover

  • one level needs path a mover that stops at last position

outfits/lives/notes/coins

  • started as coins

coins

  • 30/level
  • became notes

notes

  • 50 for an extra life

extra life

  • asked "why do you have lives?" at MinneBar 2016
  • observed many players stop playing when out of lives at TEDx Minne 2016
  • now 50 for an outfit upgrade

first in-game outfits

  • when player "dies" the respawn sound is more happy (respawn, not death)

Disruptors

  • started as Krystal's idea
  • prototyped and iterated
  • started as crystals only

disruptor prototype

  • evolved in a Slack convo

disruptors convo

updated model

  • juiced it

juice

  • added bubble
  • play thru of Glaciers 4

parented animated objects

  • worked fine in editor when manipulating by hand

scale working in editor

  • no worky when scaled by a parent in game

scale problem

*fixed by proportionally setting scale if parented (simple boolean)

stay scaled parented animated

scale newt

Leaderboards

Enemies/NPCs

  • originally standard 3D platformer (jump on enemies)

oldschool

  • we tried a bunch of them

enemy projectile

  • first 'ghost story'

Hub Level

  • show old versions

2016 world menu

  • show sketches of new

hub world sketches

Final Demo

  • Hub
  • Forest 6 playthrough

Q&A

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