Pootle Tootle
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Pootle Tootle
Under Construction
4 (DONE)LARGELevel DesignBuild out the first few levels in editor to validate the framework, then sit down with pen and paper and design 10 to 15 levels to introduce all of the game mechanics.
5 (IN PROGRESS)LARGELevel Design / Enemy Characters
8EXTRA LARGERedo EverythingRework of initial prototype levels, Attach loading, disk swapping, memory usage and in-game UI aesthetics, Leaderboard, Settings page, Plan next block of levels
Pootle Tootle is a single-player, pixel art retro 2D parkour-platformer for PC/Linux where the player, a 'marked' to be recycled computer called Harddrive, is in a race against time to escape his own obsolescence through a labyrinth of levels. Harddrive must outwit the Recyclopods in a "fast-paced fever dream of agility and finesse" (apparently). Dell, the robot-courier responsible for delivering Harddrive to his fate at the recycling factory, takes pity and tries to help Harddrive by leaving floppy disks with special programs to assist him.
Schedule ITERATIONSIZEFOCUSDETAILS1 (DONE)MEDIUMFramework DevelopmentMain Scene, Menu Scene, Game State Machine, Save File, Empty Levels (for testing state transition), Level Info Layer & Level Completion Layer, Pause Menu. After Iteration 1 an empty shell should be playable with all of the major UI components working2 (DONE)MEDIUMArt ProductionSprites, Textures, Sound Effects, Level Music 3 (DONE)MEDIUMMain Game Object DevelopmentPlayer Character, HUD, Disk System, Character controller, state machine and scenes, plus scenes and functionality for disk power-up system4 (DONE)LARGELevel DesignBuild out the first few levels in editor to validate the framework, then sit down with pen and paper and design 10 to 15 levels to introduce all of the game mechanics.
5 (IN PROGRESS)LARGELevel Design / Enemy Characters
Complete designed levels in editor and develop Enemy characters in line with introducing them into the levels they feature in.
Actually make the first 10 original level ideas.
8EXTRA LARGERedo EverythingRework of initial prototype levels, Attach loading, disk swapping, memory usage and in-game UI aesthetics, Leaderboard, Settings page, Plan next block of levels