Slimeful: Greedy Piggy Chase [DTGMA-3]

22 October 2012 03:45:37 PM


Since this summer, my good friend Pierre-Luc Poirier (Technobeanie on Twitter) and I have been working on a game called Slimeful, which is going to be awesome - but this is not the game I'll be talking about today -  this is a spin-off we'll call Slimeful: Greedy Piggy Chase!

We decided to switch gears for about a month and contribute to the Mount Royal Game Society trimester game jam once again, this time with a simple multiplayer arena game. We're aiming for a fast paced, Pac Man-style party game that's all played on a large fantasy-themed map. Our buddy Ian Girard also joined the project, effectively doubling our programming army! Woot!



Up to 4 players will roll their slime around the map collecting coins. To add these coins to your score, you need to cash them in by catching ("pogner") the flying piggy bank(s) that's just floating about the world.​ Combat will consist of a simple dash move and one or two power-ups. The cool risk and reward mechanic is that getting hit makes you lose all coins you've collected but not put in the bank!​



​At first, the map looked pretty much exactly like a Pac-Man map. It felt wrong and lame, so I started drawing a different map...



The second mock-up is where I started thinking this was a pretty good idea - we could make a world filled with classic RPG zones like a cemetary, a castle, a forest and so on. I played around with the idea of one-way jumps too, but we quickly dismissed those.

I sent that mock-up and the design sketches (first pic) to Pierre-Luc and Ian, and they jumped on board! We were then off to a fantastic game-making adventure.​



We then thought the strict grid-based movement was not necessary, so we opened up the map a little bit to have more freedom of movement. This is the first draft for a more complete map, with slow terrain (purple), dangerous terrain (red), and intermittent dangerous terrain (marked with an A) like a dragon breathing fire or something. I also started placing spawn points for coin clusters and power-ups. We're hoping to force player movement by cycling through spawn points at random during the game and by having the piggy bank fly above collision boxes.



I left for the New York Comic Con for a few days and came back to a good prototype of the game, with many of the main features​ integrated - controller support, 4 character movement, dash move, coins, timer, player selection screen, flying piggy...​ These guys did some great work there! :)​



We realized the map was a little too dense, so I went and made a new one. I also added a bubble over each slime to show how many coins each slime has collected - that way players can hunt the richest!



And now we're here in the Neverpants studio, jamming our way through this game! I've started doing UI assets, I updated the map with even more breathing space and brought back the alternating damaging areas (orange).​ Ian and P-L have integrated a ton of new features - sword power-up, death and respawn, power-up spawn points, and so on. We got our first 4 player action on in a very early map while having pizza, and it's getting there! Yay!

We'll be posting more about Greedy Piggy Chase really soon as I develop the art for the map and start animating the slimes, coins and flying piggy! We're planning to finish this in about a month or two and release/play it in gaming events!

22 October 2012 06:35:00 PM
Yeehaw!

23 October 2012 11:42:18 PM
Awesome work Dom on the design! Can't wait to show the game at the next meetup!

24 October 2012 12:02:11 PM
This looks like a lot of fun! Have you played Forget-me-not? I love the changing grid layout and differing movement speeds in that game http://nyarlu.net/blog/videogames/forget-me-not/

24 October 2012 05:35:15 PM
Yes I have! It's a great game especially for its randomness.


Work in progress on the art!



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29 October 2012 07:28:06 PM
Love how this is looking. Can't wait to try it!

01 November 2012 03:08:28 AM
We're about 70% done! We'll show the game next week, but it won't be 100% finished! I still have a bunch of art and animation to do!

06 November 2012 02:56:13 AM


We're almost there! We'll be presenting the game at the Mount Royal Game Society on Wednesday, then we'll take our time to polish the game for a while!

Took quite a long time for me to produce the background art for the game - I really wanted it to be detailed and colorful - but it was worth it. I'll probably tweak it and add some details in the coming weeks, when I have a bit more time.



I took some time to do some animation too - slimes exploding! It's sort of a placeholder, ince I don't have time to do proper animation... But it's still kinda funny!



We tested the game a bit, but only amongst our team (and with my girlfriend!), so I'm expecting some issues will pop up when fellow devs test the game out on Wednesday. We'll do a round of tweaks and patching up in the next couple weeks, then we'll be ready to show it again at some other event!

09 November 2012 03:17:49 PM
I'd like to thank everyone who tried out the game at the meet-up! Hope you guys enjoyed it.

We're currently trying to get into the Arcade Royale, hopefully in time for the Prince of Arcade!

Here are a couple scenes:




13 November 2012 03:07:13 PM


14 November 2012 08:32:04 AM
Just saw this now. Very like.