Terpentin Teufel

a 3D Jump 'n' Run Game

Story

The turpentine devil has taken all the colors from the world which have to be brought back! In each level of the game one color can be found and equipped in the player’s paint gun. Color bombardment allows to colorize areas and give them unique properties. In this way, obstacles can be manipulated and overcome. The goal is to complete each level by reaching the target zone and ultimately giving the world its colors back.

Project Details

Period
Team Size
Platform
Game Engine
3D Graphics Program

11/2019 – 01/2020
6
Computer (Windows 10)
Unreal Engine (4.23.1)
Blender (2.8)

Project Description

The game was created in the university course ‚Open Games Workshop‘ at LMU Munich. The goal was to develop a game of choice in a team and using Unreal Engine.

Handed in by the deadline should be a Technical Design Document (TDD), Game Design Document (GDD), the game as an executable file, the Unreal Engine project and a game play video that we also showed to the rest of the teams at a final presentation.

Color Properties

Yellow
Blue
Pink
Grey
Red
Green

Rotate object
Freeze object
Scale object
Enable/disable object collision
Jump higher
Run faster

Game Mechanics

General:
  • Death through collision with certain obstacles or falling off the world
  • Level checkpoints can be reached at specific locations within the world that serve as reset locations (on death or through user input)
Paint Ammunition:
  • In each level there is one of six colors to be found, although these can never be found at the beginning (in order to use the last found color sufficiently, there are seven levels instead of six)
  • Each paint bucket found in the world unlocks a new color the player can use with the paint gun
  • Previously found colors are retained, so that the repertoire of paint ammo is constantly growing
  • Only 2 colors can be actively loaded into the color pistol, which the player can exchange at any time -> requires color management
  • To overcome obstacles three different cases are possible
    1. multiple colors can be used -> player chooses (e.g. jump higher or rotate obstacle)
    2. using the only right color (e.g. disable collision of obstacle)
    3. combining multiple colors (e.g. rotating + scaling obstacle)

Controls

Found colors are placed on the keyboard 1 to 6 in order.
Both the left and the right mouse button can be assigned with a specific color:  number + left/right mouse button

W/A/S/D
Space
Left/right mouse button
Backspace
Shift R
Shift Backspace
P
Move
Jump (double jump possible by repeated pressing)
Shooting with color
Reset to the last checkpoint (keeps all colors already found)
Reset level (keeps all colors already found)
Reset the game (start at level 1 again)
Menu  

Moodboard

Moodboard

- by Lisa Görtz

Game Play Video

My Contribution

  • Level design (2/7 levels)
  • Implementation of obstacle blueprints (e.g. rotating axe, moving/rotating platforms, moving spikes etc.)

What went wrong...

  1. Our original idea was that level 1 would be completely black and white and every paint bucket found in the world would give back one color, so the environment wouldn’t be fully colored until the last level. We did not implement this because it was not possible in terms of time :(

  2. We distributed the tasks in the team according to our skills, so that one of us was responsible for programming most of the game logic, two for the 3D objects in the game and three for the level design of the seven different levels. It actually went quite well, but we noticed relatively late that each level designer had their own style, so the levels differ in their structure and appearance :D

  3. In addition, the agreement to gradually make the levels more difficult didn’t quite work out, so that level 1 is already so difficult that later levels only come into view for very motivated players ;)

  4. Technically, our main programmer had a lot on it, but the running speed on green colored areas suddenly stopped working just before the deadline. This is why our gameplay video doesn’t show any speed change (this could easily have been post-edited, but I guess our editor (not me) didn’t feel it was necessary…

  5. Last but not least, we didn’t pay much attention to the lighting, something that struck me as soon as I reopened the project months later (and can be seen pretty well on the screenshots...).
  6.