No More Monkey Business

Inspiration

Game projects are a democratic brainstorming, present and vote process.

In this project, an early favourite was a racer game, and after some chucking around ideas, the idea of a cat car was landed on and widely agreed upon.

TrackMania was the idea reference point, but being a cat the controls had to be different, after all a race car can’t jump (usually).

So I did what I usually do and research, including going through my games played memory and still owned or within my subscription services.

I landed on Spyro, having played the remake not so long ago and recalled that the sprinting on the ground was something that could be nice match.

So I replayed, got gameplay recording and pitched that. The understanding and being on the same page with my fellow designers and programmers afterwards was pretty clear and problem free.

Impressum

My

Impressum

My

Q & A

What were the biggest challenges you experienced?

  • Bottleneck issues caused by technical issues
  • Having technical programming limitations and focusing on what is really smooth, and building the levels accordingly.

What technical tools did you use?

  • Miro
  • Discord
  • Perforce
  • Jira
  • Unreal Engine 4

What is the most significant thing you learned during development?

  • Do not use technology that is in early access or beta state. Especially when you don’t have direct developer support.
  • Game juice can make even somewhat repetitive gameplay loops feel satisfying.
  • A good Miro board/design document is golden

If you had more time, what would you improve or add?

  • More enemy variety, like a grenade-throwing one that you can’t punch or throw things at, so you need to jump attack.
  • A final boss fight requires a few player skills, such as anticipation, movement, reaction, and timing attacks.
  • Work on items to heal/boost, and or a damage-combo meter that unlocks an ultimate.