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Animal Control Officer (NPC)
They aren’t present on every level. When they are present they patrol in predictable patterns and try to stop the animals from escaping. Dimensions Width: 1 tile, Height: 2 tiles (Main - art takes up approximately 1.5 tiles in height) Width: 1 tile, Hei...
Game folder structure
This is the guide on how to name things, where to put them, and over-all how we intend to organize the project files. Considerations The game project's file structure should achieve several key things: Organize multiple repositories into folder struct...
Rules for participating in BUGJam
Agree to these terms: I will commit to a minimum of 40 hours worth of work across the one month duration of the jam. Note: 40 hours total, not per week. - extra is appreciated though. BUGJam is intended to be a learning experience, time spent learning w...
The Pipeline
Goals and Non Goals
Goals Create tools and processes to support the production teams for the BUGJam participants. Iterate on the tools to improve them for the next BUGJam and beyond. Teach developers, artists, production managers, etc about studio pipelines and what they can...
Design
The goal of the pipeline is to support the production team working on the BUGJam. While we will not be able to have a full pipeline from the start, we can at least start off with a small pipeline and grow it and this document. All contributions to the proposed...
Wooden Crates
Typical video game object, a crate. Sometimes found individually, or stacked. Sometimes they are helpful for climbing, sometimes they are in the way. Dimensions Width: 1 tile, Height: 1 tile Mechanics Can be pushed around by Chucky Can be smashed ...
Coconut Tree
Spawns coconuts when Dexter shakes the top. Dimensions Width: 1 tile, Height: 4 tiles (Tree Trunk) Width: 2 tiles, Height: 1 tile (Leaves) Mechanics Dexter can land on top of the tree (if thrown by Chucky) Spawns coconuts when Dexter interacts wi...
Coconut
Once it has been shaken loose from its tree, it can be used for throwing at / activating wall buttons. Dimensions Width: 1 tile, Height: 1 tile Mechanics Chucky can suck up the coconut with his trunk Chucky can chuck the coconut at wall buttons to...
Elevator
An outdoor elevator for lifting elephants. Bare bones / exposed design so you can see Chucky inside of it. Rail is visible behind it so players can tell how high it goes. Dimensions Width: 2 tiles, Height: 3 tiles (Main) Width: 1 tile, Height: 1 tile (G...
Exit Door, Regular Doors (Gates), Trap Doors
No puzzle game would be complete without arbitrarily locked doors! These doors have to be activated with a button OR unlocked with a key if they have a lock and chain on them. Mechanically they are all almost identical, both Chucky AND Dexter have to leave t...
Buttons (Floor Button, Wall Button, Control Panel Button)
Who said we had to be original? Buttons open doors and activate elevators. Each button is paired up with a door (or elevator) by the level designer. Any type of button can be paired up with any type of door (or elevator). The difference is what it takes to a...
Locks and Keys
Locks and keys are mostly self explanatory. The locks will be chained to the doors, so their art needs to be drawn with that in mind. Dimensions Width: 1 tile, Height: 2 tiles (Lock) [the height is for the chain to cover the door] Width: 1 tile, Heigh...
Ladders and Monkey Bars
Ladders and monkey bars are almost the same, but monkey bars go horizontal. Only Dexter can use these. Dimensions Width: 1 tile, Height: 1 tile (Lock) [the height is for the chain to cover the door] Width: 1 tile, Height: 1 tile (Key) Mechanics De...
Background Art
The background should be done in layers so that it has parallax (check out Ori and the Blind Forest, and Disney's MultiPlane Camera for inspiration) . Paint Background elements at 3840 x 2160 pixels so they look nice on a 4K monitor Farthest Sky color a...
User Interface, Title Screen, and Menu
Neutral state: The object/menu option is not being hovered over.Active state: The object/menu option is highlighted (being hovered over but not pressed).Pressed state: The object/menu option is clicked on (or player presses A while it is highlighted) The activ...
Level Design
Levels are to be built as individual scenes“Game Handler” types of objects can be set to persist between level loads. When designing levels consider the number of actions Chunky gets to perform vs the number of actions Dexter gets to perform. They should be a...
Cosmic Dentist
Example game pitch