Although I didn't have enough time to make the levels I wanted still want to shout myself out going solo at a 3D platformer doing programing and animation. https://itch.io/jam/pirate/rate/2493049
I made a small video since I saw people were not too eager on download gamesChrisAP
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I gave up 4 times during the JAM, not happy with the end product but a lot of the pieces are really cool. I did levels in 30 min which felt like I should just give up but I kept it up and uploaded whatever I had, I wish I did more but honestly it took me so long just to come up with the idea for the game.
The work I did:
- Developed Painting System using UV re-Targeting allowing any object with UV information to be painted with UE5
- Developed a simplified way to create new moves directly in blue prints using root motion for Unreal Engine
- Modeled 3D Cartoon Character (no textures only materials) using Blender
- Rigged Character for Squash and Stretch animations using Blender
- Animated 12 Actions using Blender
- Created 2 textures using photoshop to switch between in game
- Created a 3D third person character controller using my access to root motions, including a Jump, Dive, and Combo second Jump.
Things I learned:
- How to make a game in Unreal Engine 5 from start to end
- How to make squash and stretch control bones using Damped Track and Stretch To Constraints
- How to animate squash and stretch and off-put bone animations to make characters look bouncy
- How to make blueprint callable functions from C++ to make a base controller with code and tweak in engine.
- 2 weeks seems like more time than it is
The controls are hard to grasp at first but once it starts to click its very fun to play! The ball hitbox seems a bit off which was confusing at first but it played pretty well! I think the character might be getting stuck in corners which might be due to multiple colliders overlapping. Overall a great experience though getting multiple hit combos coded seems like a tough endevour but it turned out great! The art for coots is also so good! Great job!
Cool idea, i think the wall jump execution need some polish but wall jump are hard to pull off, you want to take into consideration what the player is imputing at the moment of the wall jump and what that means for the controller. For example if im aiming at the wall and I wall jump it usually means the player wants to climb however if you don't want them to be able to climb with the jump you can maintain height with the jump. Otherwise really clever idea Congrats!
The platforming paradigm in this game is combined very well with its shooter(megaman) nature as not only does throwing the pole arm needs to be reloaded(repaired) but the jump also has its "reload" idea where you must repair the pole arm after having jumped. Really cool level design teaching the player about the environment and showing them the way to the bonfire! Awesome entry ! <3
Super awesome original idea with clever mind bending platforming puzzles! I love how the music was tied to which character you were controlling. The idea behind using your position in the "other" world to affect both character was super well executed and once you get in the rhythm of how to change between both it opens up amazingly! <3 Congrats on this! I am also a big fan of the art !!