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/agdg/ - Amateur Game Development General

AGDG - The Board
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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

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584e13 No.32289

It's us, Mobius Trip! We haven't made a thread since earlier this year, but that's because we have all been busy with our own issues and with half of us now (myself included today) working full-time, it's difficult to continue chugging along at the same development speed. We decided to use /agdg/ this time because we are at a critical stage in development as finishing this tutorial stage will lead to development of the rest of the game.

We have been working on this game for over three years now, but we think that it's safe to say that our tutorial stage is nearing completion. We have made several big changes, including: ground interpolation implementation for movement on 3D slopes, fully implementing basic player controls, and migration to itch.io because our manager for the previous build's page address is seemingly MIA and we absolutely need to make the master build available for play.

For those unaware, A&CP is a 3D "Collect-a-Thon" platformer inspired by the likes of Banjo-Kazooie and Mario 64. The idea was proposed in a mere thread on /v/, but we ended up forming a team under the name "Mobius Trip" and have been working on this game ever since.

We're open to recruiting artists and programmers for C# language. We still have only one or two 3D modelers/riggers and animators left. It is our weakest link and in a 3D platformer is absolutely vital. Therefore please consider joining the Anton&Coolpecker team or recommend this to those you know who are skilled in 3D software such as Blender. It isn't very difficult to pick up and learn, but to work at it consistently is what our team needs as it is a time-consuming endeavor. We need dedicated members or this project will continue to decrease in productivity. Please share our contact email at the bottom of this post with anyone willing to continuously contribute to this work.

Feedback and suggestions are more than welcome so give our playable build a try and report any bugs encountered during play. Also, give us feedback on the overall shape of the tutorial stage. We have yet to implement the river platforming obstacle and boss fight at the end, but both are WIP. We've recently implemented swimming and underwater mechanics too in this new build, but they need proper testing. What better way to test than playtesting? Give it a spin and tell us what you think!

While I won't be here, other team members will be so please go ahead and ask away. Relevant links and information, but not all, are listed in the following post. Feel free to ask for access to any resources you remember that may not be listed.

Contact us at antoncoolpecker@gmail.com

RELEVANT LINKS

Playable build: https://mobiustrip.itch.io/anton-coolpecker

Previous thread: http://archive.fo/etGAB

What is A&CP? https://docs.google.com/document/d/1IpxfRFI-V29xxWRhlK0t03qB4FiiO6FA5JwJZB-E9E0/edit?pli=1

Feedback Doc: https://docs.google.com/document/d/1rCyG32DbUh42ryXuUFDQ5ysnNOjhn4JfCHIUjDodCTI/edit?pli=1

Twitter: https://twitter.com/MobiusTrip_

BASIC CONTROLS

Movement: WASD

Jumping: Spacebar

Camera: Mouse

Player Switch: Z

Attack: LMB / Shift

Anton's Bounce: RMB midair

Coolpecker's Glide: Hold F midair

Anton's Tongue Swing: MMB when target is available

Water Dive: RMB, steer with mouse

Frog swim w/ input: Just use movement controls/joystick - Stop and move in a rhythm

Frog swim w/ button: Press MMB or the Y button(XBOX 360 CONTROLLER) while swimming in a rhythm

https://drive.google.com/file/d/1GZvDgMmT-EJE5s2gEdyfTjv9hPUqrmg1/view

____________________________
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557ec1 No.32290

YouTube embed. Click thumbnail to play.

One of the animators here. Here's some of the animations I've been working on since joining the project.

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341531 No.32291

heard your music guy left the team.

What's up with that?

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da73a1 No.32293

A huge part of the charm from the game was the music done by Apple Green are you going to keep any of the music that he has done so far? Have you guys done any music since he left the team id like to hear some of that

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43de57 No.32294

>>32291

>>32293

He had other projects he wanted to work on while we work on the game, because honestly he was twiddling his thumbs, waiting for us to catch up. That plus some personal differences, he decided to split from us for the foreseeable future.

He hasn't asked us to pull the music, which we would if prompted to. Its nothing earthshattering. Slightly sad, bittersweet. But we don't consider him bad blood. We still love Apple.

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b1402d No.32295

Good to see you guys are alive!

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b2099e No.32298

>>32294

His music was generic tbh.

Here are two other ones you could hire, I follow a shitload of Indie artists.

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e29ae6 No.32314

>>32298

>"His music was generic tbh"

He was trying to ape Kirkhope's style, and he was quite good at it. It's sad to see him go.

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d6624d No.32315

>>32314

>He was trying to ape Kirkhope's style

There's your problem.

Kirkhope is easily the worst of the ex-Rare composers. Not that I'm trying to shit on Apple Green's work, but imitating mediocrity results in more mediocrity.

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