01-19-2017, 07:48 AM
(This post was last modified: 11-30-2017, 03:50 AM by Hiro-sofT.
Edit Reason: Fixed the bad writing
)
Fungi Cappani is a game developed by Hiro-sofT alone (however this might change in the future). It’s a mobile Jump ’n’ Run game for Android which will be made with the Game Maker Studio software. I might make a Windows version too. Many inspirations from this game are coming from classics like the Kirby series. This game is about a Fungi (a humanoid mushroom race) called Cappani, who possess the ability to float with her mushroom cap.
Trailer
(Currently not available)
Screenshots
More are coming soon as time passes...
These screenshots are prototype screenshots from a prototype build of the game. Anything on these screenshots can differ from the final version of this game and therefore they doesn’t represent the final versions experience.
Gameplay
In order to beat the game you must reach the goal in every required level of each world. To complete a world you have to beat its main boss. You must overcome a number of obstacles and challenges on your journey.
Beside the basic ability to jump and run, Cappanis mushroom cap allows her to float and reach slightly higher or further places. For example, she can fly by using an upward stream of a wind tunnel.
In order to defend herself from enemies, she can use her spores to fight back, which can be released by certain actions (mainly through landing or by using her floaty hat). Cappanis spores can also being used for many other things rather than combat. Use them wisely to overcome obstacles in the world Cappani is living in.
Story
A long time ago…
There was once a cute, little mushroom girl. She was called Cappani. Cappani is a cheerful and a bit shy Fungi, who is living with her parents on the Fine Fields. One day, her parents received a mysterious letter from the great king himself. It was an invitation to her parents to an audience with the great king, who wanted to show all his kindness to the inhabitants of his land. Her parents began to prepare for their visit at the Sweet Sanctum, the place where the king lives. Before they gone, they asked Cappani to keep an eye on their home and to take care of herself.
Since then, a week passed. Cappani got nervous and was unsure, if she should keep on waiting. But she is not a girl, who’s breaking promises. So she decided to keep waiting, hoping, that she will hear form her parents soon. Suddenly, during this night, her sleep was disturbed by loud and unknown noises. Scared by the noises, she jumped out of her bed and ran outside. The little Fungi was shocked. She saw a bunch of soldiers, who were about to steal all kinds of stuff from her home. Being caught redhanded the soldiers began to run away with some of the valuable items of Cappani and her parents. Cappani begins to chase after them.
Will Cappani get the stolen items back from her home? What happened to her parents? Why did the soldiers have stolen their belongings in the first place?
Looks like, an adventure is about to begin…
Features (more like “what it will feature“ or “what I will try to make it feature“)
· A great Jump ’n’ Run adventure based on the Kirby series
· Six worlds with 48 different levels to overcome (includes boss and bonus levels)
· Collectables (squid coins for unlockable stuff is one of them)
· Dangerous mid bosses and bosses with a great variety of attacks and patterns
· Custom crafted graphic assets, which are all drawn in a cute and colorful art style
· A simple story, which is easy to follow
· An advanced shop system (will include something like negotiations, discounts, offers and even a cute shop owner)
· In-game achievements (for bragging rights)
· Three minigames to play are included (A puzzle game called ”Train Tracks”, a reaction dungeon crawler named ”Cavern Quest” and a third minigame, which I still have no idea for)
· And a lot more secrets to discover…!
All these features are either in development or not even started. Most of those are ideas or rough concepts. The amount of features can change in the finalized version.
Concepts
Download
Android version:
Download the .apk file for the current prototype version (coming as soon the very first level is done)
Windows version:
(Coming eventually after the final android version)
Other Locations and Social Media
You can find and support us on the following sites:
This is not the final version of the games presentation. The opening post will change over time and it will be updated, until it's finalized.
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This project looks pretty rad, man. I love the graphical style, too. And I love that you based it on the newer Kirby games. Those are bloody brilliant games. I als highly approve of the choice to add buttons to move on the mobile version. Makes it seem like it's perfectly able to be controlled like a normal sidescroller, and it spares it from the clunky mess that plagues games like Mario Run.
I only have one issue so far, unless it's your choice. Is it your intent to have dust effects every time Cappani lands? It just looks a little odd when she lands from a platform relatively close to the ground.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.
Discord: kold_virus
Quote:In order to defend herself from enemies, she can use her spores to fight back, which can be released at certain actions (mainly by landing on the ground or by using her floaty hat). Cappanis spores can also being used for other things rather than combat. Often, these basic actions must be combined to solve the problems in the world Cappani is living in.
this answers your question
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Oh, is that what that is? An attack? Okay then. I thought they were landing effects only.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.
Discord: kold_virus
01-24-2017, 06:05 AM
(This post was last modified: 01-24-2017, 08:57 AM by Hiro-sofT.)
Quote:And I love that you based it on the newer Kirby games. Those are bloody brilliant games.
I agree on the Kirby games aspect . I will give my best to take the best from those games and make the flawed things better than those games (like the "not so kind", one try secret blocking, those games like to do).
Quote:I als highly approve of the choice to add buttons to move on the mobile version. Makes it seem like it's perfectly able to be controlled like a normal sidescroller, and it spares it from the clunky mess that plagues games like Mario Run.
One thing that I really disliked about games is if its controls are to gimmicky by force, just to have something "innovative". Most mobile games have this problem. While sweeping and other touch movement might be good for certain games, but not in a platformer, because most of these controls begin to feel too forced and it makes the movement unnecessary harder.
The current controls with the buttons are feeling smooth (at least for me now, don't know if others are thinking the same about that), which is my main objective in the controls.
Thanks for your kind post TabuuForteAkugun .
Kinda small update about the development of the game:
I took Gors advise about making a devblog for my game. I created a Twitter page for everything Fungi Cappani related (small updates about gameplay, art, etc...). The link for the Twitter you can find in my signature or in the first post of this topic. Usually, I had not so good experience with Twitter, since I'm not a "advertisement guy" (I don't know why, but something about me, seems to scare people or I have something, which is making them sillent). I will, however, give it a shot and try it out. Everyone, who would like to share these devposts, can do that of course. Any help, in any form, is always appreciated .
I also started to program the enemies and player damage into the game. This process will take a while to do. There is a lot of stuff I have to be beware of. Also, I played around with my current water object (which is only a visual thing at the moment). I also have here a .gif, which shows the game running on a actual mobile phone. All these can be checked on Twitter (the .gifs are included).
Because that .gif is too big for Twitter, here is the .gif about playing the game on a actual mobile phone device :
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Sure thing, dude. I see tremendous potential in this platformer (plus Cappani's freaking cute ) , and I'll do whatever I can to try and help you make it even greater! I'm following your twitter with my own game's account (@Sorcia_Indie). Once I have more stuff done on mine, I'd love your opinion in return.
Did I mention I love the graphical style? Reminds me also of old NES sidescrollers. The GOOD ones. From what I can see from the gifs, the game's control looks damn smooth and fluent. I haven't seen an indie platformer that controls this well in some time. You got talent, my friend.
Am I correct in assuming those 2 white boxes will eventually be used for something, like items?
Yep, I'm seeing your gif and it plays exactly like I imagined it would.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.
Discord: kold_virus
01-28-2017, 07:48 PM
(This post was last modified: 01-29-2017, 05:38 PM by Hiro-sofT.
Edit Reason: Added background animations
)
Quote:I'm following your twitter with my own game's account (@Sorcia_Indie). Once I have more stuff done on mine, I'd love your opinion in return.
Sure , and thanks for following my project.
Quote:Reminds me also of old NES sidescrollers
Well, I hope it's better in terms of quality (like NES mostly didn't really have any shading and was kinda simple) . But I know what you mean with that .
Quote:Am I correct in assuming those 2 white boxes will eventually be used for something, like items?
No, actually those are only there for testing purposes . Two debug keys to restart and exit the game, to be exact (because I didn't program a menu yet). Those will most likely later removed, if I can get the pause menu to work .
So, I finally began to work on backgrounds (on this one, I sit like two days up to the current status). I did draw most of the graphics needed for it (still missing animations for it but these come, if a problem is out of the way) by using my concept art (which are new ones in the first post btw.) and even coded it into the game with parallax scrolling. Seems like everything is nice and dandy...
My big problem here however is the colors again... I don't know how I can possibly make the background look like background, while not being completely dark. Also, editing this BG is a pain, since it's made of many parts for the scrolling. So, playing around with these colors will be extra though...
Motion .gif to show scroll effect:
Static image with FG and objects (showing the background blending problem):
Any ideas or suggestions on how to solve this problem ?
EDIT:
How about this ? I hope, it's not too dark now (also, excuse me for the poor recording with the windows background there... It was too late until I noticed that ):
EDIT2:
This is the current result so far... I like it ... how about you guys?
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Absolutely digging the background. Game looks fab~!
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.
Discord: kold_virus
the parallax layers don't look like 3d, but mroe like cardboard cutouts. I guess if that's your idea, then it looks very good
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It reminds me more of the fake NES parallax scrolling than something more modern. I have no idea if that was the intended goal, though.
I like to make models in my free time. I also make weird games, too.
01-30-2017, 09:18 AM
(This post was last modified: 01-30-2017, 09:30 AM by Hiro-sofT.)
Quote:the parallax layers don't look like 3d, but mroe like cardboard cutouts.
Quote:It reminds me more of the fake NES parallax scrolling than something more modern
Really ? I really don't want it to look like cardboard tho ... that was actually not my plan .
I only remember parallax from like specific SNES Games and those handled it like that... mmm... how exactly can I improve the parallax or graphics, so it will no longer look like cardboard, I wonder? Is there a way? Because I don't know, what I could do about that.
Which Part of the Background is problematic? Or is it on the entire thing ?
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I think the water in the very front needs to be a little more animated and separate from the ground. Having it move along with the ground makes the whole section look flat instead of adding depth and distance. The clouds also bother me, but I'm not exactly sure why...
The art of the background itself looks beautiful though.
Quote:I think the water in the very front needs to be a little more animated and separate from the ground.
How is this? Is this a little better now? I tried to change the tree locations a bit, which should now look more natural... I also added a new animation and split-up the water layer into three pieces to make them all animated separately.
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Much better. Fluid and nice! And I like the water animation, too.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.
Discord: kold_virus
Posts: 122
Threads: 4
Joined: Dec 2016
I think it looks much better . The ground appears to have much more depth and the moving water looks really good.
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