Posted October 25, 2024 by LooperHoop
Concept vs final
Some concepts are excluded form the final version such as enemies like the mole and mosquitoes, and hazards like the lily pads and falling floors. These were left out due to not having the time to add them. The concept art also shows the frog defeating enemies by jumping on them, since the only enemy implemented is the grub which would hurt the player on touch there was no need to have this feature until another enemy was added. There was also a feature where the frog could use its to tongue to grab flies but wasn't added as this was its only use.
The final version of the game focuses on platforming and collection and give the most attention to the glide mechanic. When making the other levels a focus was put on using the glide to ascend to new areas and be able to avoid danger when descending downwards.
Asset list
Scripts
Fly collect - destroys a fly on collision with the player.
Frog move - Controls the player character, lets the player move left and right on the ground and in the air, jump and glide in the air by adding drag. Switches the players tag based on if they are on the ground, in the air or gliding. When reaching the end of a level and touching the collider the player will move to the next level.
Grub move - For the enemy grub. They move left or right until they touch a trigger which turns them around.
Health - takes away a hit point out of three from the player if they touch a enemy or thorn. displays remaining health on text.
Toad - Counts if the player has collected all the flies in the level. Displays the number remaining on the text.
SceneSwitcher - switches to another scene after pressing a button. Obtained through tutorial material.
WindUp - When the player with a "playerglide" tag enters the area effector will push the player upwards and will apply no force if it has another tag.
Art
All of the artwork featured in the game is my own made digitally using clip studio. Sprite sheets were made for character animation, tiles and menus.