Pokeborb

GameJam seems to have awakened a beast within - I have Ideas, and as such, I now also have Godot and a large mug of coffee. ā€œPokeborbā€ is the working name, but it doesn’t quite fit the character of the game so it’s subject to change. The idea isn’t mine, as someone else I know is developing a functionally identical game… but, honestly, I didn’t like their graphics, and I’m impatient so I want to make my own version for personal use. :laughing:

Anyway, what is Pokeborb? The aim is to create a utility-based application that’s oriented towards gamified, aesthetic implementation of functional tools. The game rewards ā€œplayersā€ for things like completing Pomodoro sessions, of customizable duration. The mechanics are based on Pokemon TCG, where each credit you earn from time spent in Pomodoro sessions will give you a loot box chance. Inside the loot boxes (essentially just pokemon card packs) you have probability-based pulls for different bird species and designs, adding each new species to a card binder that serves as a life list. You’ll be able to select a limited number of species to add to a home screen, which will be a forest scene with different roosts for the birds to display idle animations on. The longer you study, the more birds you get! I’d like to add a timer and maybe a music player to the home screen, but that will be… ambitious.

I’m using pixel art for most of the backgrounds and animation, but for cut scenes (such as rare card collection sequences) I want to use traditional, realistic animation (a big task, as my experience is… limited.) The more media types I can cram into this thing, the better. I’ve been very interested in stopmotion lately, and some other good ol’ traditional media will likely make its way in as well. I want a scrapbook-y feel, launching off that pixel art foundation. To maintain cohesion, I’ll be using a limited colour palette across all assets.

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Art colour palette: 31 Palette (šŸ‘Œ31 Palette)
Visual assets: Designed in Procreate or Procreate Dreams
Audio assets: None yet

Using this tutorial even though it doesn’t involve the correct game structure - I need to obtain some basic familiarity with Godot, especially GDscript.

I’ve got the animation working, so now I have a ā€œplayer characterā€ with collision node and a camera field :slight_smile:

Your idea for an art direction sounds very intriguing, also looking at your previous stop motions, I can’t wait to see what you come up with. Good luck! :grin:

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Thank you! :heart:

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Walk cycle test :slight_smile:

New sprite sheet, testing testing!

better, but I need to redo the body movement and add head movement

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Reactions: :sparkling_heart: Ɨ2 (tanuki, Ninufar (Marta))