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Faustino The Pocket Watch
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Faustino The Pocket Watch

by Lorenzo00 on 28 May 2023 for Rookie Awards 2023

Faustino The Pocket Watch is a 2.5D platform game developed with Unity Engine for Android mobile devices. The aim of the game is to complete the levels by collecting as many gears as possible. The game is still under development so there won't be some features like the shop or other playable characters.

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As the first part of the presentation, I'd like to start by showing the protagonist of the game, Faustino. During the development of the project, I honed my 3D and rigging skills leading to changes to the initial character design.

The idea of ​​the design of the character comes from the search for a recurring element in the steampunk environment. Seeing many references to settings, I noticed that gears were a key point of this style along with clocks. Among these, the pocket watch.

This is character rigging. The movement of the legs is based on the Inverse Kinematic function.

Here are the animations that the character is able to make.

The next two characters presented, are variants based on the original model of the protagonist introduced previously. They are respectively Faustino The Pocket Knight and Faustino The Pocket Jumper.

The idea behind the creation of these two variants is to introduce them into the in-game store. Each character will have unique characteristics compared to the other:

the Pocket Knight will be slower, reach lower heights with its jump, but do more damage;

the Pocket Jumper will be faster, reach greater heights with its jump, but do less damage.

During each level there will be enemies that will hinder the player, slowing him down.

They are respectively: Hourwheel, Gearckoo and Spingrass

The idea behind the design of these enemies is to represent a kind of clash between the old instruments used to tell the time and the more modern pocket watch. These also have gears on the body. This creates a contradiction, giving a sense of corruption towards those vintage objects.

Will now be presented with the main game object, the gear. This has the dual role of healing the player and being the in-game currency. There are three types of gear that vary only in size, value, and the amount of life they will restore to the player.

Below, some assets made to build the levels will be shown:

The idea of creating assets in this style is to give the player a sense of being in an even bigger clock. Furthermore, the gears on the structures are almost all animated and their arrangement is made to create a seamless effect between the elements of the level design. This rules do not apply to walls.

It will now be displayed as the User Interface is during the game:

The controls are placed in the lower part of the screen: on the left of the screen there is the controller to move the character to the right or left; To the right of the screen are the attack button and the jump button. The attack action can be performed at any time during the course of the game, while the jump action can only be performed if the character is on the ground.

In the upper part of the screen, on the left, there are: the life bar, which at the beginning of the game will begin to decrease until it is completely empty if the player never collects gears, the only healing object; under the life bar, there is the gear counter which will allow the player to view the current score.

In the center is the odometer, which will mark, always in real time, the distance traveled by the player from the starting point.

On the right there is the button to activate the pause menu, from which you can access the settings, resume the game or return to the main menu.

Here is now a short video, which shows the gameplay of the game demo:


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