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Frogger GameDev Challenge - Part 5 – Final Plan

Frogger GameDev Challenge - Part 5 – Final Plan

Rutin
Rutin's Dev Blog · · 3 min read
1,439 4

Sadly I’m not getting anywhere on my progress… which isn’t a good thing. Without making this a ‘drama’ post, I’m just going to focus on what I plan to do in order to complete the challenge. ?

On the 3D graphic side I’ve already made the Frog, the Car, and the Boat. Aside for this I’m just going to utilize the asset pack provided by @lawnjelly! ? I really like his work and this will allow me to only focus on terrain and water textures apart from level design. One reason why I love these challenges is because I enjoy making all the visual assets myself, and programming, but due to how things are going I’m changing up the game plan.

Graphic List:

I’ll be using the following graphics in this game. The frog I made and rigged already with animations as seen in my prior blog post will be the main character the player moves around. I’ll keep my car model to drive from left to right, and right to left on the road. In certain ground areas I’ll use @lawnjelly's turtle as I have an idea to have vanishing platforms, but instead the turtles just go under water, ect… On the water I’ll be using the boat I made, as well as @lawnjelly's crocodile, and I’ll use the logs for platforms. ? The objective will be to land on the lily pad which is also part of his asset pack. (Link to the asset pack page will be at the bottom of this post) – Credit will be posted in the game for these assets. ?

I had plans to use the birds and flies, but they’re not in the asset pack so I’ll made do without.


Level Design:

Sadly because I’m struggling a lot as it is to even start my tasks, my main goal will be to make a single level for now but I’ll extend it and make some variation at the least.

The concept below is an outline but actual space ratio between sections may differ in the game itself.


Game Play:

The player will start with 5 lives for the normal mode, and will hop through each section to get to the final lily pad to complete the game. Getting hit by objects will cause the player to lose a life, as well as jumping in the water. Depending on how things go, I might put in checkpoints, and if I do I will toggle an option in the game to play with or without them.

End...

I'll be working hard on this after I deal with some business stuff tomorrow.

I might modify assets provided by @lawnjelly textures to match my workflow. So I took the Crocodile as a test which will render like this out the box:


I then added quickly added in normals, roughness, and made some adjustments so it matches my PBR workflow still using the initial texture size of 512x512. I could do a lot more if I modified the mesh itself and made some changes, but just for adding in new maps without considering geometry this isn't too bad from a color texture.



Asset Pack by @lawnjelly

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