Purpose
This project was built as an entry for the GMTK 2024 Game Jam. The goal was to create a unique twist on the endless runner genre by integrating a mechanic where the player's size is linked to their speed.
Link to Project: https://github.com/TheDuckCow/wheelie-big-and-small/
Link to Devlog: https://www.youtube.com/watch?v=Ve-nZdM2CJ0
Link to Devlog: https://www.youtube.com/watch?v=Ve-nZdM2CJ0
Technologies Used
- Godot 4 Engine
- Python
- Blender for 3D modeling
- Python
- Blender for 3D modeling
Key Features/Functionality
- Player size dynamically changes based on speed, adding a layer of strategy to navigating obstacles.
- Checkpoint system that rewards players with time boosts as they progress.
- Variety of obstacles such as cars, tunnels, slatted bridges, and overpasses, forcing players to balance between speeding up and slowing down.
- Checkpoint system that rewards players with time boosts as they progress.
- Variety of obstacles such as cars, tunnels, slatted bridges, and overpasses, forcing players to balance between speeding up and slowing down.
Challenges & Solutions
Game Mechanics: Balancing the size-to-speed mechanic to make it both challenging and intuitive for players. Extensive playtesting helped fine-tune the interaction between speed adjustments and obstacles.
Level Design: Crafting levels that encourage players to frequently change their speed based on upcoming obstacles, maintaining a fun and dynamic gameplay loop.
Level Design: Crafting levels that encourage players to frequently change their speed based on upcoming obstacles, maintaining a fun and dynamic gameplay loop.
What I Learned
Gained experience in using Godot 4's physics system to implement dynamic mechanics and object scaling. I also improved my collaboration skills, working with artists and animators under time constraints typical of a game jam.
Results
The game was successfully submitted to the GMTK Game Jam 2024 and received positive feedback for its creative mechanic and engaging design, placing on the top 30% of games submitted.
Future Improvements
Future development could include refining the level progression system and adding more diverse obstacles and power-ups to increase replayability.
Team
- Felix – Character modeling
- TheDuckCow (Patrick W. Crawford) – Coding, animation, project plan
- Ogbog (Oscar) – 3D art
- Robocognito (Sean Siem) – 3D art
- Vertenflow (Joseph Masaki) – Shading, modeling, peer programmer
- Arthifact (Isaac Alonso) – Coding
- TheDuckCow (Patrick W. Crawford) – Coding, animation, project plan
- Ogbog (Oscar) – 3D art
- Robocognito (Sean Siem) – 3D art
- Vertenflow (Joseph Masaki) – Shading, modeling, peer programmer
- Arthifact (Isaac Alonso) – Coding