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FROGGER BOMB

SUMMARY

Frogger Bomb is a two Player Competitive version of Frogger and Bomber mixed together. 

Players are given the ability to place bombs while completing the objectives from the classic Frogger game.

 

The bombs placed by the Players have the ability to interact with the environment and objects on the levels. Players are offered multiple ways to overcome the obstacles present in the levels. At the same time, players can play against one another in order to decide the best player. 

Frogger Bomb was developed over the course of one month by a team of five.

DETAILS

Frogger Bomb is one of the biggest tasks I have had to complete in a short period of time. Although the team was composed of five individuals, we had to complete every single aspect of the game in less than one month. On the first week of development, the team creates an exact replica of the classic game Frogger. The remaining three weeks of development were focused on integrating Bomberman mechanics into the game, as well as creating interactions between all different behaviors. During this month, I had to cover the following areas of development: Scripting, Animation, Level Design, Technical Design, Sound Design, etc.

 

Scripting: This project was a great opportunity to improve my scripting skills due to plenty of tasks that had to be completed. For Frogger Bomb, I primarily focused on creating the Character Controller and its interactions with the game world, as well as all the Bomberman behaviors and interactions. One of the key aspects that I wanted to be similar to the original Frogger was the Frog movement. I accomplished this task by using Vector logic and simple components provided by Unity. Additionally, I created a Character Controller system that supporter a single player or two players playing at the same time. I scripted other elements of the game such as the player Health System, Loading Screens, Leaderboard Interactions, etc.

 

Animation: Since the goal was to create a replica of Frogger, the team was required to have all of the mechanics, but at the same time we had to implement art an animation. I was in charge of utilizing the Unity Mecanim System to create the player Animation and the different transitions between one animation and other, such as the Moving Animation and the Death Animation. This part was connected to the Scripting because I had to setup each animation call and interaction according to the player actions. In order to do so, I created a state machine inside Unity's Mecanim system, and thus I simplified the task.

 

Level Design: Once all of the mechanics and interactions between behaviors were completely done, I decided to create two Levels to showcase the team's work. I am responsible for creating Level 2 and Level 3. On the final build, Level 2 presents a wall after the street and cars area, on this section Players cannot pass to the other side of the level if they do not use the Bomb mechanic given. This is the first real introduction to this mechanic, and it is the level that allows the player to practice the usage of the bomb. On the other hand, level 3 presents an environment much more combined. Half of the level presents the mechanics of Frogger, while the other half presents mechanics from Frogger. This is where players are really tested on their ability to use the bomb to their advantage.

 

Technical Design: One of our main concerns was allowing the game to transition properly between all the different screens and interactions. At the same time, I was really careful about keeping the game performance at its peak so that player can have the best possible experience. In order to solve this issue, I implemented multiple techniques to have a better Technical Design of the game. However, the most important aspect I learned from this section was how to implement Asynchronical Interactions to Load, transition, and set the different internal interactions of the application.

 

Sound Design: One of our team main objectives was to have as much Feedback as possible. More than just creating a replica of Frogger, I was decided to create an experience for our players. As a result, the sound became one of the most important areas to manage since it is one of the easiest ways to let know the player that an interaction is happening. Although most of the sound used to come from the original game, we decided to add our own sound effects. In this section of the project, I had to make sure that all the sounds played according to the player actions or interactions. At the same time, I had to adjust the volume and pitch of multiple sound effects in order to obtain a volume consistency through the whole game.

GALLERY

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