Traptoon

Name: Traptoon

Duration: 1 month

Date: 2021

Team Size: 14 (8 designers, 1 programmer and 5 artists)

Genre: Metroidvania

Engine: Unity

My rol: Mechanics & Lead Designer; Programmer

Traptoon is 2D Metroidvania as Hollow Knight, where the player uses onomatopoeias as weapons to fight enemies and return it’s color to an 50’s cartoon world.

Game’s description

This project was created during a GameJam which theme was monochrome. Based on this idea, Traptoon take place inside an old broken TV that absorbe the player. The world inside is like 50’s cartoons, but all colors are gone and all is left is a sad black and white place. With the objective of recovering the colors gone, the player start a journey across three levels each based on a color: red, green and blue.

To allow the player to break through the enemies in the different levels, the player can use various unlockables weapons that generates onomatopoeias with special effects:

  • Gloves: This is the first weapon given to the player at the start of the game, and it generates the «Punch» onomatopoeia that deals damage.
  • Sword: Unlocked in the green level, it generate the «Slash» onomatopoeia that cut enemies and vines in a direction.
  • Hammer: Unlocked in the blue level, it generate the «Poom» onomatopoeia that explodes dealing damage and destroying thin ice nearby.
  • Boots: Unlocked in the red level, it generate the «Hop» onomatopoeia that allows the player to jump higher and dash farther.

In this game weapons can be used to damage enemies, but the best way to do this is with the onomatopoeias. Hitting an enemy with a weapon will generate the corresponding onomatopoeia, that can be activated by punching it, can be grabbed and can be lauched. Using correctly each onomatopoeia allows the player to defeat special enemies, resolve puzzles and navigate the world.

For this project, three levels were designed, each with three enemies, along with a final boss fight. Unfortunately, a lot of this elements were designed, programmed or drawn, but couldn’t be implemented in the demo because of lack of time and organization.

What I’ve worked on

In this project I have participated in the design of the mechanics of the player and the onomatopoeias behaviours, and I have programmed all the AIs and enemies of the demo. Additionally, I worked as Lead Designer managing the other 7 designers of the project, and working hand in hand with the Leads of the other two departments (Programming and Art).

Links

For this project, a small demo was created composed of the first level:

Additionally all the code and the documentation (in Spanish) can be found in the following github repository:

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