C.H.I.M.I.C.H.U.R.R.I. DevLog #0

Marco Niño
4 min readAug 30, 2021

Cat Having Impossible Missions Including Chasing HELLpers Underground Running Rocketing Individuals.

Hello everyone, this is our first update for the development of the video game “C.H.I.M.I.C.H.U.R.R.I.” for Holberton School’s AR/VR final project; it brings lots of conceptual design and creative process for the pre-production of the game.

First, a small summary of the project:

INTRODUCTION C.H.I.M.I.C.H.U.R.R.I. is a platformer/shooter 2D video game. Take control of special-feline agent “Chipotle”, whose mission is to rescue his owner Dr. Schödinger from becoming a sacrifice to the Little Evil Metal Head Goat (LEMeG) and his legions, by making use of his acrobatic skills and his trusty chontaduro-firing potato launcher.

KEY FEATURES

  • Watch your step (Platforming) — Classic platforming, with lots of platforms and lots of jumping.
  • Tasty munitions (Shooting) — Shoot chontaduro projectiles (they taste great with salt and honey) and military grade dumpling grenades (each one made by hand) among others at the LEMeG’s legions.
  • Was this always here? (Exploration) — World exploration with hidden paths and treasures.

TECHNOLOGIES USED

  • Unity Engine (2020.3.14f1)
  • Piskel
  • Audify
  • Microsoft Excel
  • Microsoft One Note

GENRE — Platforming/Shooter 2D with exploration elements.

PLATFORM — Desktop ~ Windows.

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DEVELOPMENT PROCESS

  • Brainstorming
And the list continues…

The list goes on a little bit more, you can take a look at all the brainstorming session here (Mind the language, it is in spanish because it is our mother language and you need Microsoft One Note to open it); then it came the connection of ideas to create premises:

The Spanglish is strong in this one…

With this, the main character became the cat codenamed “Chipotle” (the codename was changed later), and some ideas for future implementations.

LEVEL DESING — With the general theme of going underground in mind, we proceeded to sketch the layouts and theme of the first two levels:

  • Level 1:

The first level, “Early Descent” has exploration and platforming as main themes, giving the player some freedom to choose their path and explore hidden routes and practice their platforming skills. The room on cell L12 has the particularity that it will be blocked after the player collects big item 0 [dumpling grenades], this is to teach the player to use their upgrades to open new paths and solve puzzles.

Upgrade 1 is a double jump (or high jump, we haven’t decided on this one yet…), which is used to make exploration and platforming a little bit easier, even though as you can see in the map, none of the “big items” are imperative for progression. The orange path is used for development and testing purposes, they will not be implemented on the final product.

  • Level 2:

The second level is more focussed on platforming and combat so it’s a little bit more linear, has fewer secret paths, and has 2 “combat rooms”, rooms that will be locked until the player beats 3 or 4 waves of the LEMeG’s forces; the second combat room is quite important, the secret path will be a little bit more obvious to spot, this is meant to teach the player of their existence (if they follow the “normal” progression) and to avoid getting them trapped if they decided to skip the big items.

All levels will have a boss fight at the end of the level.

FUTURE PLANS

  • Detailed desing for each room in the levels.
  • Fine tune of the movement/shooting mechanics for Player character.
  • Program basic IA for ground enemies.
  • Program basic IA for bosses.

For new ideas and concepts we have this document, in it we log each new idea we think will be a new addtion to the game and can be realistically implemented in the timeframe (or for future development).

This is it for now, thanks for reading and stay tuned for future logs of the development of C.H.I.M.I.C.H.U.R.R.I.

CONTRIBUTORS

  • Marco Antonio Niño Calderón. Industrial & Software Engineer — Backend programmer.
  • Joan Sebastián García Ocampo. Software Engineer. — Backend Programmer.

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