By Johanne, Warre, Natalie
CasperChino
You play as a ghost who just woke up and needs their morning coffee.
project link: itch io game link
Gameplay video:
Table of Contents
Developers:
This was a project made by me and 2 other students, Warre and Natalie.
Role division:
- Warre: particle effects, wind pushback area.
- Natalie: Models and textures.
- Johanne: programming.
The concept of the game was a team effort.
Concept and ideas
The original concept was based of a teacher who tended to disappear in search of coffee, the reference however being local we kept the main idea but changed a few thing so anyone could enjoy it without feeling like they’re missing the reference. Thus Casperchino the coffee seeking ghost was born.
Development
Prototyping:
First prototype - movement:
For our game we were tasked to first find a movement pattern and make our game around this. We had some restrictions that the character was allowed to move and have one extra action. The three of us each made a prototype movement and then settled for the gravity switch one. The movement herein is defined by zqsd or the arrows changing the direction of gravity.
Second prototype - gameplay:
Our second formal prototype was making our movement into actual gameplay. This is how we came up with the very first level that also ended up in the final game. This level was at first a test level that went over everything that could be expected in the game. Because of this it also worked well as a first level. In it where the first elements of the gameplay already established:
- the movement
- the score increase
- the red object causing you to respawn.
Adding features:
Time:
To motivate players into going through the level as fast as possible a chronometer was added to the levels. This time would then be added to the leaderboard.
Wind pushback:
This was a small area that would be in certain areas of the level and would push back the player in a specific direction.
Checkpoints:
Those where added to allow the players to respawn at specific areas throughout the level so they didn’t have to do it all over again. Originally the animation for this was just the opening of the doors but due to rotation not being done properly the doors world look broken open and hovering. Since it was a haunted house we kept it in.
Direction:
An arrow was added to show the player in which direction the gravity was going at any given moment:
