MannyGame3D Demo


In the past two weeks I have been focused on refining this project from technical to demo to just demo, adding graphics, feedback, and some audio into the mix. 

Originally I wanted to emulate this look for the graphics seen in this youtube video: 

Sadly to get the results from this I would have had to use the Forward rendering setting in Godot, and I wanted to ensure that my game would be playable in browsers so I strayed away from it. Eventually I found a PSX style post processing shader and I just ran from there: https://godotshaders.com/shader/ps1-psx-postprocessing/. (That is not the exact code I am using but I cant find the original, ill update that link if I find the right one). Most of my art design was guided from that point onward, I am not a 3D modeler by any means but I found an amazing repository to take advantage of for the models: https://github.com/Miziziziz/Retro3DGraphicsCollection.

Focusing on mostly graphics and not adding more gameplay has been a very good idea, because even with only 6 levels I have had to do a lot of work implementing audio, graphics, and feed back myself. Much more than I really anticipated. Creating a definitive list of every single thing I needed to implement was very helpful, I often found myself staring blankly at my project but those moments were easy to dispel when I just had a list of tasks in front of me. It made it very easy to feel like I was making progress, and I think it has directly lead to me not burning out on this project.

There are quite a bit of things I still want to do with this project, I will be replacing some models, implementing music, adding settings, and maybe some splash art for the start of the game. For now I will be cooling the breaks on how much I am working on this though, and focusing on some other things while slowly adding things to this game. Despite that I still have a lot of ideas for possible mechanics for this game that I think would be really cool to explore:

  • Different dimensions that you can swap between (similar to effect and cause in Titanfall 2)
  • gravity shifting mechanics, planetoids similar to mario galaxy, and a gadget that allows you to invert gravity on your character (or others)
  • controlling multiple characters at the same time
  • Rewinding time
  • New mission objectives, trying to get all the characters to take a picture together, puzzle objectives that are not status quo

These mechanics are all really interesting to me, and I think they could start working together to create some mind bending puzzles. Creating puzzles for this game was already a challenge, from feedback I think most of the ways I tried to passively teach players were a mixed bag in terms of effectiveness. I ended up tuning down the challenge for most of the puzzles and I think especially in the context of this game being a demo its good to make sure that most people can complete it. If I end up adding more puzzles I can make some truly evil levels...

Files

12-16.zip Play in browser
Dec 17, 2023

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