Posted May 20, 2022 by Teo.Gaillard
We're still working on Chaser Band and can't wait to present you what we've done until now! We presented you the person of the team last time, but we think it is important to put a face on those names. So here is the developping team of Chaser Band!
During the preproduction phase, we started to make game elements one to one in order to estimate at best how much time it takes to make each one. For characters, Antoine started by modelizing Hubert 'Toucan' Delabranche and animated him.
We had to pay attention to our character controller since it is the main element you'll use to complete your objective during the game. To be clearer, here is a document summarizing how movements work in Chaser Band
When we were in the designing phase of Chaser Band, we planned to implement special abilities for each character. They were meant to give the band's members a specific skill, and for the player the capacity to choose a main, linked with their way of playing. Regarding in how much time ot took to develop what we have now, we decided to rework our priorities. Therefore, we had to cut this feature of the game.
Supported by the results of our first playtests, we were confident it was the good direction to take. Indeed, we saw that our experience reached the players without them, so we took the decision to take that point appart in order to focus on other features and polishing everything else better.
At the end of the pre-production phase, we realized some issues with our gamemode, where you had to collect 3 tokens in order to win. Indeed, this mode brought some problem, specialy regarding how long a game lasts, on which we had no control.
Therefore, we are proud to present you the Fever Mode, the new main gamemode of Chaser Band:
During a game lasting between 2 and 3 minutes (yet to be defined), you have to collect as most tokens as possible
This mode have several qualities we can use to improve our experience. First, we keep tokens, which are great areas of interest for the player and allow us to build levels with a better anticipation of paths players could take. Also, set a fixed time for the game give us a better control on the experience and make the development of the soundtrack easier.
Since it is fun to see them, here are a bunch of bugs we saw during this period of the development:
For the next weeks, we have to work on the Level Design and rise our first map from the ashes. With the time we unlocked by cutting special abilities, we also have plenty of time to develop feedbacks of the game, which appeared to be necessary quickly.
We still planned to develop 3 other characters we presented you previously, and their animations.