PROJECT TREMOTINO

development

Given the lack of parry, we adopted the use of bullet time in addition to dodging. To achieve this, we decided to create a sphere around the player where any object or enemy that overlaps the sphere will activate the slowdown. Everything is slowed down except the player, who maintains normal speed.

To emphasize this effect, only the protagonist’s color is maintained by desaturating everything around her. To emphasize the VFX of this, the enlargement and shrinking of the sphere was adopted.

The bullet time is regulated by a cooldown system that prevents its continuous use. Inspired by Souls-like games, we implemented checkpoints where the player can upgrade various parameters, including the range and duration of the bullet time.

additional features

In the absence of animators on the team, we sought animations as consistent as possible with the style we wanted to give the gameplay by adding the combo of light attacks and thoughtful attacks, keeping the running attack unchanged.

In addition to 8-direction based movement and dodging, weapon drawing and holstering was also handled. The animation set has been re-targeted to the new skeleton and managed via ACF.

Through lighting and Post Processing we wanted to give an aura of mystery and sugestion to the adventure, juxtaposing the fog with a dusky sky so as to blend warm colors with cool colors.

HOW TO PLAY