Finally some gameplay! Here are some snippets of game play with 2 and 4 players!
Goblins are always dancing, we all know that! So I have added dancing goblins in the menu screen and they dance when they win!
Laying out a playing arena for the frogs to be set loose in. Swampy, stylized, chill vibes, ready for the chaos of the Frogwomp!
Laying out a playing arena for the frogs to be set loose in. Swampy, stylized, chill vibes, ready for the chaos of the Frogwomp!
If players have the same number of points when the timer runs out, the round goes into overtime called the Last Stand. The next player to catch a frog wins. And dances!
I made a morph target for the goblins belly so that when you eat more frogs, your belly swells up and you slow down
Added a random running AI onto the opponents to see how hectic it could get with four players. Very hectic is the answer
Must remember to turn off camera collision tests!
Testing some punching. When you get punched the opponent gets a little shove forward. It's not great as it doesn't get shove in the direction of the punch but I'll get that going. Points go into the negative, so I will have to fix that too!
Points are working working for individual players. Catch a frog and your points go up, get punched and loose a frog, points go down
Punching propels the opponent forward. Bye bye goblin!
Punching opponents spawns frog than can then be caught! Frogs are spawned on every hit of the trace though, so I will have to fix that
Adding a hit trace to the characters punch
It's chaos in the swamp! So many frog to catch!
Adding punches to the character controller
Set up a small testing area and put a bunch of frogs in there. It's fun just running around trying to catch them
Adding an animation for catching frogs, as well as a sphere trace to detect a successful catch
Tweaking some animations in Unreal Engine to make the Goblin run like an idiot
Starting off a new project by retargetting my little goblin model to the Unreal Engine skeleton
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