Manse Madness is a reimagined version of Frogger, in which the player is a student traversing Tampere and beyond. There were a lot of features we wanted to add to the game in order to take the basic ideas of Frogger and develop the game further, such as power-ups and enemies. Initially, we had planned on telling a story with the game. While there is progression in the locations the student visits, we were not able to add many story elements into the game.
We wanted the game to have a vibrant and playful feeling. With some ideas for the basic look of the game, we got to work creating the assets and integrating the game, all while refining the core of the gameplay. We noticed during our development stage that our lack of a clear vision for the visuals ended up working against us. While we had been making very steady and consistent progress, the stages looked pretty disjointed. We created a color palette to unite the game, but it meant that many assets had to be redone. A very noteworthy lesson about the importance of planning!
Once we had the basic elements of Frogger within the game, we began focusing on power-ups and abilities to really make our own game shine, as well as adding an AI enemy.
Our work was done remotely, but weekly in-person meetings and check-ins on our progress helped the game progress as smoothly as possible. We were able to keep our scope reasonable throughout the project, which gave us time to add additional features towards the end. The game we ended up with is visually appealing and enjoyable, and we all learned a lot while making it!
For the Game Academy Project, our team “TeaCoffee Overdose” chose to do a Bomber man-copycat with a theme of 20’s rubber hose-animation, and so was born the working title RubberMan. The idea was to play as a robber, blow up banks and police, and eventually get into the getaway car with the money when all the banks at the map were blown up. The name switched eventually to Robberman.
The team was thinking of making the game for local multiplayer with only one keyboard (oldschool style), but when we dropped the idea at the first steps, we started to make the game as a classic bomber-man game.
Early concept art
We were thinking assets like hidden exits, abilities, power ups and flying SWAT-force coming from the sky with old helicopters, shooting grannies running at the map etc, and the robber we had an idea for using the money he gets from the banks to use it against cops by throwing money bags on them. After all, the game took the shape that it has now.
Our programmers played around different techniques to make the levels easier etc random level generator, but due the time limits we decided to handmade them from the start. We used a tiling map to make the levels look neat and consistent.
Art style was decided from the very start and stayed consistent. Some of the characters changed their appearance but overall our style stayed the same from start to end. We wanted to focus on good looking animations and keep the feeling on hand animated look.
We chose our main color scheme to be black and white to respect the original art style, but with some effect colors on the money.