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Carrot Town Walkaround Video + Trailer Stuff

  • Punkitt
  • 07/26/2018 01:34 AM
  • 283 views




Hey guys! I wanted to start off by saying thanks for all the support I've gotten since the trailer dropped. (and if you haven't seen it, check it out here!) I genuinely appreciate all the comments I've gotten since then, and hearing what you guys think of Happup so far is what keeps me motivated to working on this project.

On another note, I want to keep blog posts more frequent! I know I went kind of silent on you guys for a bit there, but that was because of school and the fact that Happup crashed for the second time (Thanks, RM2k3). I should be good, now, though. I'm going at a steady enough pace to keep providing new peeks at content as we get closer to a fully playable form, so keep your eyes open for more blog stuff in the future!



Carrot Town (at least, that's what I've nicknamed it) is one of the more recent areas in Happup. It started out as a desire to try new shapes and techniques for buildings and other areas in the world. So, I thought it'd be fun to break down how the place was made!



To start off with, Carrotown's tileset is based on the one used for the Junkyard (the place with the robot in the trailer). This is done because I want these areas to be on the same "plane" (light orange), which factors into the designs of these areas. It's done to create a throughline so players can navigate the worlds of Happup a lot easier through recognizable monuments - that way, they know they're closer to an area judging by the similarities of the structures around them. The houses here resemble the lonely box shapes found in the junkyard, letting the player know that theses places are close to one another. (Plus, it helps that it means I don't have to create entirely new tilesets each time I want to make a new map!)



The weird-looking monuments here are actually the result of me using a copying tool in MSPaint! I've known about the trick for forever, but I've never figured out how to incorporate it into a project. Turns out, Happup provided the perfect opportunity for that, and it helped me create some really funky looking tiles!



Basically, if you select something and hold down shift, it'll create tons of copies behind it as you move it around. I took one of the orb trees from a previous tileset, chopped off the top, and experimented to see what I could do with it. Once I had the monuments built, I moved onto the little vegetable people.


the boys are back in town

These guys were the product of wanting to create a more box-shaped NPC type. I'd had some before, but a lot of NPCs previously incorporated either cone or sphere-based designs, and I thought that a shorter, more squat NPC would seem charming. They were built to resemble the box houses in their tileset to tie the whole "plant" theme together for the village.



The little chime noises they make are the product of mixing together some high-pitched church bells with some different swapped-out instruments (a different set of bells, an accordion, a "Wah Harmonica" according to Mixcraft, etc.) I made them have a couple different sounds because I thought it would be fun to add some variety to the NPCs so you're not just talking to the same one over and over. They also have different colors too, just to add a splash of variety.



If you're wondering what the weird levitating orange orb (orbange?) thing is, that's a Warp. You can use them at the Doghouse to warp to areas quickly, but you have to open them up first. Since this game is heavily inspired by Yume Nikki, I wanted to keep the exploration element of the game featured pretty heavily here - but since the game has more focus on certain goals, I didn't want to the player to be constantly memorizing pathways that they have to keep repeating over and over just to get to somewhere. Thus, the Warps. I placed this one near Carrotown because it's a more detailed spot with a lot of features, so the player is more likely to remember it - and so this place seems like a good spot to plunk down a Warp. (Also, this means I'm not gonna place warps out in the middle of nowhere in some random field - there's a thought process to it! I want you guys to have fun.)



As for this fisherman? Weeeell, you'll just have to find out when you play the game. Gotta have SOME secrets, right? ;)

Well, that just about wraps it up! Sorry I didn't push this out yesterday, it was super late when I started it and I didn't want to publish it at like, 1 AM, so hopefully you guys can forgive me! Pretty happy with it, though, and look forward to more breakdowns like it in the future!

(stay neato!)


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Everything is bootyfwl man or woman or anything inbetween, or cat. Cheers! Been seeing most of the videos you post on youtube while I was away btw.

I'll be watching you...r beautiful game :D.
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