A Rabbit's Tale
The snails have invaded your village and eaten all your vegetables. Adventure into the deep unknown to find more food and get your revenge.
A Rabbit's Tale
Play the game
Link to download a ZIP with our game.
https://drive.google.com/drive/folders/1mDQm6ImjwROYAfqNAaq7Ck8GS_j2Ybsv?usp=sharing
Requirements
-Single player
-Keyboard or Xbox controller
-PC with Windows
-Unzip the folder then just click on “Arabbitstale.exe” to play! Hope you enjoy it!
About
A platform game with multiple endings. You play as a heroic rabbit with a quest for revenge and justice. The snail army is expanding and stealing all the food they can find. Your village is now starving and the people need a hero to help them! Travel through the forest, fields and desolate snail kingdom, fight a dangerous army and collect food for your village along your quest. Make sure to stop by the statues of your ancestors to save your progress, but if you anger them there’s no telling what you might become.
This game was made as a school project in 8 weeks, halftime, by 14 students. We sought to make a game inspired by medieval tapestries. We really wanted the movement in the game to feel fluid. Our sound designer Elias Wirtén has composed an enchanting soundtrack that will enrich your adventure.
Art
All the art assets were drawn by hand and were inspired by medieval tapestries. We wanted to create a style that was reminiscent of old story illustrations about epic tales of heroism.
Levels
Our levels were created using a custom Level Editor made by our programming team. Tiles put together by the artists were painted across a canvas to create the levels. The editor had several layers: Main game, art background, art foreground and decoration. These layers allowed us to edit parts of the level without disturbing our previous progress, this system also helped us create depth in the scene.
Animation
All animations were made in Maya. In keeping with our theme of illustrations brought to life, our animators decided to make puppet animations using planes. After putting together the concept, the artists created a texture that laid out all the body parts of each character. This texture was then used to cut out planes in Maya that were rigged and animated.
Team members
Henrik Jangefelt Nilsson - Programmer
Henrik Park - Programmer
Kevin Fredin - Programmer
Oskar Sönne - Programmer
Stefan Philström - Programmer
Jonathan Mårtensson - Level designer
Mattias Larsson - Level designer
Arvid Aspeborg - Animator
Emelie Bettoschi - Animator
Malin Fröjd - Artist
Linus Härstedt - Artist
Lowe Silverlyra - Artist
Victor Ek - Artist
Elias Wirtén - Sound and music
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