Project Rodeo: Proof of Concept Demo
A downloadable game for Windows
OVERVIEW
Eureka seems to have dropped all of her savings in the surrounding islands by accident! It's up to Rodeo to find all 100 coins and bring them back to Eureka before they can set out on the Marlin!
Project Rodeo is a proof of concept for a 3D platforming adventure game starring Rodeo, a bat living in an old western/steampunk fantasy-styled world who sets out on a grand adventure throughout the known islands. Inspirations for the game include the Mega Man Legends series, Grandia, Tail Concerto and The Legend of Zelda series.
The current prototype build for the game does not contain any of the story that would be in a fully realized version of the game, but it exists to give a rough idea of what kind of game it could be from a gameplay mechanics standpoint.
In the prototype build you will be able to do swift and graceful long jumps, edge grabbing, wall jumping and sliding, swimming, diving and even flight! For combat, Rodeo makes use of kicking attacks as well as his trusty whip.
Controls
Keyboard and Mouse
Move Camera - Mouse
Walk/Run - WASD
Jump - Spacebar
Crouch/Diving in Water - Shift
Boost in Water - Spacebar
Long Jump - W + Shift + Spacebar
Enter Flight Mode - Shift + Hold Spacebar + Let Go
Flight Boost - Spacebar During Flight
Hover - Hold Shift During Flight
Kicking Combo - Left Mouse Click
Whip Attack - Right Mouse Click
Interact/Confirm - Left Mouse Click
Inventory - ESC
Options - Backspace
Gamepad (XBox One Controller)
Move Camera - Right Joystick
Walk/Run - Left Joystick
Jump - A
Crouch/Diving in Water - LT
Boost in Water - A
Long Jump - Forward + LT + A
Enter Flight Mode - LT + Hold A + Let Go
Flight Boost - A During Flight
Hover - Hold LT During Flight
Kicking Combo - X
Whip Attack - Y
Interact/Confirm - B
Map - RB
Inventory - MENU Button
Options - VIEW Button
Twitter/X
CREDITS
GAME
Game concept by Lanmana
Art direction and character designs by Lanmana
2D artwork and UI design by Lanmana
3D character models and animation by Lenz
Additional 3D models by Lanmana
Additional animation by JVeigaAnim
Level design by Lanmana
Programming by Lenz
Additional programming by Alpha
Additional programming and bug fixes by Joyen
Royalty Free music purchased from Unity Asset Store
Royalty Free sound effects purchased from Unity Asset Store
Additional 3D environmental assets purchased from Unity Asset Store
2D ANIMATED TRAILER
Storyboards by Lanmana
Animation by TheAaronSchmit
Backgrounds by Lanmana
Post production by TheAaronSchmit
Music "Into the Wild" Composed by Kevin Rix
Used with permission from Audiomachine.com
Comments
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UPDATE: After observing many people trying to play the game but either quickly losing interest in trying to find all 500 coins or having trouble to the point where they needed to look up my walkthrough to find the remaining ones, I decided to edit the required coins from 500 to 100 in order to beat the demo.
All 500 coins are still in the game in the same places, but it's no longer required to get 100% of them. You are still free to try finding them all though!
Hey, I fiddled with this a little, and I have some bugs/game feel stuff I noticed. I hope it's cool if I report these here.
When attacking with the kick in the air, it'll trigger a fast fall, and repeating this a few times, it will permanently disable the kick button.
When attacking with a kick on the ground, it'll hold the end of the kick as you start to move, causing the character to slide along the ground without walking.
The whip and kick animations could probably use a cancel window towards the end of them that allows you to interrupt their ending with running or attacking, so that the full followthrough doesn't play.
When swimming in water, I notice that you can jump out of the water sometimes at the edge, but not others. I think you have some sort of detection for this, but it can be tricky to figure out when it is or isn't valid.
When jumping, I notice that the jump animation has the character tilt backwards. This looks good if the character moves forward the whole time, but not if they jump in place, or spin in the air.
Also, I have a dualsense controller, not an xb1 controller, so I had to download drivers to play.
It's a cute prototype. I love your character designs. Keep working at it!
Thank you so much for playing and for the feedback!
me like its like dark cloud vibes
EDIT: i freaking did it, i got 500 coins
Excuse my language
OH. i thought this just looked like a cute little game, THIS information however, has firmly grabbed my attention, since Dark Cloud is one of my favorite games.
Having a weird issue where the game will launch on my vertical monitor. And even when that is now disconnected, the game is still launching in that weird aspect ratio
I apologize for any technical issues that may arise from trying the game out! I've seen some other weirdness in the game with others based on their set ups, but there's not much I can do on my end to fix anything. I'm just the artist, I really don't know how to fix any in-game bugs or software-related issues and there's no more programmers on the project, it's just me now. Still I hope it works well enough for you to have some fun in it!
No worries at all! I did get the chance to play and it's got good bones to it
Finally played and what's here feels really promising. The art is so pretty that i had a great time just walking around admiring it. Flying was pretty fun too! Definitely hope you can go further with it eventually. Got a fan here.
Thank you so much for playing! <3
i managed to get 360 coins but in the cave dungeon on attempting to exit i instead fell to the bottom of an external level box and was unable to continue. i also had a bug where my kick stopped working, but swapping it out fixed it. the character designs are looking nice though and the little animations for when you talk to eureka look great, but i'm not left with a strong impression of what makes the game unique or what concept is being proven. the flight is very simple and just sort of ends up being a traversal tool and the combat is too early to get an impression of what it might feel like in a final build. i also would've loved anything that gave just a feeling of what rodeo's characterization is like, but maybe it's still too early for that. i don't mean to be harsh but i'd love to see ya'll succeed so i feel it's best to just be honest. i'm sure ya'll will work it into shape and i'll be keeping a close eye on it!
It's no worries! Yeah I'm aware the prototype is pretty scuffed. Unfortunately I lost my main programmer a few years ago and I don't know how to program, so I had to put together something playable with what was left in the build so it at least doesn't go to waste. Even with the help of a couple other programmers, it was hard to really replace or append onto the existing code. I would need to get a new programmer who is willing to start the project's code from scratch at this point, it would be easier on them that way.
If you collect all 500 coins and talk to Eureka, there will be a nice reward cutscene that gives a little bit more of a feel for what I actually wanted for the game. After enough time I will be posting the cutscene to Youtube as well!
it’s awesome that you took up the reigns and tried to whip it together still, that really takes some dedication. i will try again on collecting all of the coins because i’d like to see the cutscene. i am wishing you all the luck on your search for a new permanent programmer, i am sure with you leading this it will eventually turn into something really amazing.
Grandia AND Concerto as influences??? Say no more holy heck
Excited to try it
Yesss I loved those games so much growing up~