Devlog 1: Prototyping


Welcome to the first devlog of our game: Gobo Rampage!

Introduction
Gobo Rampage is a single player game where your goal is to wreak as much havoc as you can. You do this by gathering items around town that will enable you to play pranks on the townsfolk. As you do this, you have to keep an eye out for any dangers. Guards stationed around town might try to catch you if you get too close and adventurers will be chasing you when they see you. So keep your distance and keep running! If not, they'll make quick work of you.

Our team is made up of 5 students. This consists of 2 programmers (Zenn Geeraerts and Selena Boeykens) and 3 artists (Farah Claessens, Nathan Everaert and Rob Caenen).


Item switch prototype
The designing of an inventory for our goblin was quite a thinking process. We brainstormed about possible features, limits and what would happen if an item is picked up when the inventory is full. We came up with a 2-slot inventory with the possibility to interchange equipped items with others, Our programmers made it so each item is the same object but what really changes are meshes and other value based properties. This means that you have 2 values that you can swap between in your inventory, each item has it's own value. Are both slots filled, then your current equipped item will be dropped and exchanged for the new item. This drop-item feature was a bit tricky to figure out but was surprisingly easy to implement, spawn an item on your location and give it same the int-value the first slot had and replace the first slots value with the one you're picking up.

Art bible
Before we began creating an art bible. Our artists had a vague idea of what style we were going to use for Gobo Rampage. After sitting down together with our research, we leaned more towards a stylized gradient friendly 3D art style. 

Environment
Since the typical western European medieval style was a bit standard and overused, we did research on different themes and environments to make it more refreshing. From the gathered references and mood boards, we ended up with a couple of options: Flatlands, Mediterranean coast and ports, Desert, Snow/ice lands and Mountains. Keeping interesting color palettes and plans for our layout in mind, we decided to go with an Arabian desert themed setting. 

Gobo
Due to our decision, we figured that the initial design of our goblin didn't fit the environment. We educated ourselves on how to dress our goblin in a fitting Arabic theme whilst also giving the goblin a body that looks like it could withstand the desert's harsh conditions. For example a lizard.


Town characters
To differentiate who's dangerous from the townsfolk, we've explored different shapes and colors.

  • Guards will look more bulky and strong to show they can easily hold you down. 
  • Adventurers will be sharp and thin to represent their speed and mortal danger.
  • Townsfolk will have more round and softer features.

Colors of characters will be more saturated compared to their environment.


Plans for next week

  • Finalize color palettes for characters and environments
  • Finalize UI and HUD layout
  • Block out buildings and level layouts
  • Code pranking and inventory system
  • Finalize pathfinding
  • Program guard grapple
  • Controls\

See you next week with a new update!

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