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