Mofo 'n Go! by Ale
Due to limited space at the mall, your dreams of opening a mofongo shop hit a snag. Your customers are too big to fit inside of the store, so you must run around delivering their orders instead.
HOW TO
- Pick up orders at "Mofongo" kiosks (LEFT MOUSE or SQUARE/X on controller)
- Hold RIGHT MOUSE (or UP-DPAD on controller) to see order
- Find the right customer and deliver the order (LEFT MOUSE or press SQUARE/X to deliver)
Try to deliver as much mofongo as you can before the timer runs out!
Controls
- SHIFT/L3: run
- RIGHT-MOUSE/UP-DPAD: view order details
- SPACE/X/A: jump
- R1/R2 or Q/E: quick-dodge (only while running)
- LEFT-MOUSE/SQUARE/X: deliver/pickup order
Notes (from @ale)
This game was mostly an excuse to learn Trenchbroom. My tooling for importing maps into Godot was kind of hacked together last minute, but it mostly worked. Unfortunately, I bit off more than I could chew in terms of level size lol, so there are a lot of empty stores in the mall.
The original idea was to have a tiny store where your customers are too fat to eat in, but I forgot to add the tiny store to the map so instead we went with kiosks all over the place. That actually ended up being more convenient for gameplay though, so it kind of worked out :P
Notes from @skleembof
The workflow we had was pretty limiting in terms of environment art, and we didn't have any collaboration solution for working in Godot which meant I had to make props and send them to @ale as gltf's with finalized textures and collision meshes so that he could place them in the scene himself. This process was definitely a weak point that wasted a lot of time as was the incomplete trenchbroom plugin which basically made it impossible for me as the artist to touch the environment outside of trenchbroom. I also didn't create the map, @ale did, so I had to work with his hasty wall and floor placements when texturing. The result was that I had no control over the seams which forced me to use the same repeating texture over large parts of the environment to prevent it from just looking broken. I also couldn't bake lighting so my goal for texturing the environment was just to make it as easy on the eyes of the player as possible by using darker colors and alternating patterns to contrast the large repeating unlit segments.
I am very happy with how the character art came out though. To make the characters I created a detailed sculpt in zbrush, and then baked mesh maps to get AO, curvature, thickness, and normal maps which I experimented with to get as much detail into a single diffuse texture as possible. I baked a 256x256 grayscale texture with all the fat folds which I then imported into substance painter to paint the rest of the details.
The game randomizes each character by picking a head, torso, and leg texture from a set of 12 unique textures that I made. I initially made some that had different skin colors but I realized that the randomization would create people with different skin on each body part unless i created a unique set of textures for each skin color. This was too much work so the characters are all just overweight white dudes.
The props are of varying quality slapped together very quickly and disconnected from the level design, but the low-res mofongo came out great imo
| Link | https://aramallo.itch.io/mofo-n-go |
| Original URL | https://ldjam.com/events/ludum-dare/54/mofo-n-go |
Ratings
| Given | 0🗳️ | 0🗨️ |