Inspiration

When we were told that the theme for this gamejam was the cosmos, we decided that as the maniacle dictators that we are, we wanted to rule, and the only way to decide who would was to compete. The idea evolved from a standard speedrun, and then became the project that you see before you, a chaotic gravity bending game of capture the flag.

What it does

Two players race to be the first to capture the majority of the flags in a solar system. Players have the choice between four unique characters, each with their unique attributes which help them navigate the planet-based physics system.

How we built it

We used the game engine GoDot, and the art system PixilArt. For the coding of the game, a combination of YouTube tutorials and reddit threads were used to figure things out such as the development of our SPACE PHYSICS!!! WOW!!! SO COOL!!! For the art, Celeste Sprites of Madeline were used as an original base, and then greatly adapted to then animate a run cycle, jump animation and humanoid proportions.

Challenges we ran into

WE SPENT TEN HOURS TRYING TO MAKE THE PLANET NOT FLING YOU WHEN YOU JUMP AT IT FROM THE BOTTOM AT THE WRONG ANGLE. WEIRD MATH THINGS IDK, IT TOOK THE WHOLE TEAM, AND A CHAT WITH OUR PHYSICS FRIEND ON WHERE TO LOOK INTO FOR KNOWLEDGE ON VECTORS, AND WE FIGURED IT OUT AFTER TEN HOURS. BUT YOU KNOW WHAT WE ENDED UP WITH? SPACE PHYSICS AND THEY ARE SO COOL!!! PLEASE THINK THEY ARE COOL!!! PLAY OUR COOL GAME WITH COOL SPACE PHYSICS RIGHT NOW!!! There was some difficulties too with trying to create the humanoid shape of our characters, so I had to learn some more on proportions, and how to use a minimalistic style to convey the characters designs. It is evident though I believe that there has been growth throughout our time, since by the end, I was able to abandon and modify the the model to create my personal favourite character, THE LIZARD PERSON OH YEAH!!! Furthermore, I was able to give more accessories such as Ciaran's Flatcap which I believe will either be seen as a neat display, or as a pirate hat, honestly I wish it was a little clearer, but 18 pixels isn't a lot, so I'm rather happy.

Accomplishments that we're proud of

Planet orbit physics actually working after 10 hours. It was very satisfying at the end to see a functional game, which was fun to play. A full game created from personally made pixel art that I put my personality and passion into. They're a lot better than the little creatures I normally make.

What we learned

A lot of godot knowledge. Specifically the PHYSICS SYSTEM OH GOD IT TOOK WAY TOO LONG!!! I also developed my knowledge further for my art which has been a beneficial experience for me so I can create more in my spare time.

What's next for PLANET GRAB GRAB!!!

The hope is to fix more of the code to improve the efficiency, as if we do, then we can make more characters and maps that can be changed easier.

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