(UPDATE)
Vote for us on THE ROOKIES:
http://www.therookies.co/next-gen-gaming/game-of-the-year/cryptroller/Here's the game we have been working on for the last (very short semester).
We are a team of 4 second semester Animation & Game students + 2 awesome sound guys. Maybe should have posted here earlier, but deadline is on wednesday, so there won't be much we can change now, but I'd still love to hear your critiques!
Logline:
When the most evil necromancer ever was decapitated his last curse killed everyone in his lair. Reduced to a skull, the necromancer has to work his residue magic to take control over different skeletons of his dead enemies and solve puzzle chambers in order to get back to his body and former glory.
So basically it's a game about rolling around as a skull, possessing different kind of bodys and use their unique skills and, of course, throwing around your head
Target platform is PC (Unreal Engine 4)
Team:
Manuel Mutter: Gamedesign, Animations, Character Modelling (Runner & skull)
Marius Pieroth: Advisor, Blockout, Environment Art, Shadercreation
Rohan Yang: Project Manager, Rigging, Concept Art, Intro
Ramon Schauer (aka me): Visionkeeper/Producer, Programming, Character Modelling (brute), Lighting, Levelbuilding
Jeremy Ondrey & Fabian Klein: Sound & Music
Ingame Screenshots:
More Images, maybe some concept art and of course some gameplay videos and the downloadlink will follow on wednesday, after our final presentation
Replies
Here's the download if you want to check it out:
https://drive.google.com/file/d/0B-y162VoFgkVWW9IejhEY2dSTEU/view?usp=sharing
And a video of the gameplay:
[ame]https://www.youtube.com/watch?v=TlTW9tMUyiw[/ame]
Just to clarify, Jethex is our animation and gamedesign dude.
Since these were his first animations I am quite happy with them, especially since the main purpose of this project was to learn and there was definetly a lot of progress for everyone
We could have done so much more awesome things with the gameplay mechanics, like flying bodytypes or underwaterstuff and so on.. but the semester was just too short
Also, if you are interested in the process of the brute dude, you can check out my learning diary, were I have some renders of the highpoly sculpt etc.
http://www.polycount.com/forum/showthread.php?t=129758
We have entered our game into the THE ROOKIES contest.
If you liked our project and want to support us it would be awesome if you could vote for us here:
http://www.therookies.co/next-gen-gaming/game-of-the-year/cryptroller/
We are also reworking parts of the game. @Jethex is currently redoing the animations, while here is a WIP of the updated runner.
Still WIP.
1. Its already been said, but the animations do need some work, step one is the feet aligning with the ground movement speed.
2. When the head goes down some of those drops/hills the speed is a little silly and difficult to control and make use of.
3. Lastly, there are lots of ways to get stuck, perhaps it was just me pushing the boundaries of a student project (good work by the way), but as far as level construction is concerned, i could throw my head to parts of the map where it would either get trapped behind pieces of geometry, or fly way far out to a spot i cannot return from, either prematurely hitting a save point there, or missing one earlier. At one point i grabbed a runner body, walked up the stairs, then accidentally threw my head downstairs, and was then rendered helpless by the fact that i could no longer reach the body. For this reason (and it being the wee hours of the morning i couldn't complete it.)
All that being said; I know its been a good while since you posted that first link and its cool to see that you're still chugging away at it, god knows how many projects ive started and stopped. Also, i love the fact that your game gave me a reason to say "I threw my head" multiple times.
Thanks for playing our game, I really appreciate that you took the time
To be honest, we stopped working on it since we had our final presentation, but decided to rework parts of it for THE ROOKIES contest.
As part of that, the new runner model is currently being rigged and will receive all new animations
I know there are some ways to get stuck, which I hope to fix them soon - before our presentation we just had not enogh time for detailed testing, since we decided on our leveldesign fairly late in the project. Having said that, I really value your feedback, it is really helpfull for us.
Also, I think we all can agree on the fact that throwing your head is awesome.
http://www.therookies.co/results/draft/next-gen-gaming/