FlubFighter joined

Flub Fighter is a 3-D, action-party game where up to four players fight against each other for flubby dominance. Flubs cannot be harmed through punching alone; only a well-placed trap or punch that send a Flub flying into dangerously placed lethal hazards can score kills. Players can utilize a one-button, multi-directional punch system to knock opponents back and to maneuver around levels. Tapping the button delivers a short-ranged, light punch. Holding down the button charges up your Flub and allows for a powerful punch that sends you and your opponent flying. In addition to punching, players can collect items during a match to hinder opponents. Items can be thrown directly at opponents, or be placed on the environment as traps. To achieve victory, players will need to outsmart opponents and stay on their toes in the face of dangerous, hazard-filled environments.

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This week we are presenting our pitches to the rest of team. I'm feeling really prepared with this new

game idea I came up with, with a bit of help from Tyler and Harrison. After scrapping the other idea, I

came up with several others. I had several pages of notes written down with descriptions, pictures, and

random thoughts that I thought could be interesting to play around with. The problem with this was

narrowing it down to one quality idea that would appeal to the team. I asked for help from Tyler to help

me with this task, seeing which one he thought had the most promise and then helping me expand on it

and refine it.

The big idea that I stuck with was Trouble in Taffy Town, a casual game for mobile that worked sort of

like a cooking game mashed up with a defense game. You play as a cook defending a castle from an

onslaught of candy troops. In order to destroy the troops, you had to do different touch commands in

order to destroy specific types of candy, like tapping on peppermints or swiping a lollipop. When you

defeat them, you can use them in recipes to create power-ups or to appease the king, it depends on the

game type.

I feel really prepared to give the pitch. I have created a solid power-point with some example art and a

really good description of gameplay. I even have the research I did that use other popular games as

examples. It feels really well rounded and I hope I have every point in there well made.

Both meetings pretty much covered more things we needed to know about pitching and further into

everyone’s roles. I'll probably be doing level design of some sort. I'm really excited to jump into game

development pretty soon. I'm itching to learn new skills and such to advance myself. I want to be able to

take whatever I learn during this internship and apply it to whatever position I can get into in the actual

game development space. It's going to be a lot of fun.

-Joe Keigher

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