Project Description

Original Pitch

For reference, the original pitch created by Nikolai Shkurkin can be found here.

Plot Description

Thrust into a world of sentient, pun-filled vegetables and fungi, you explore a little vegetable town through the eyes of a humble, yet courageous, carrot. Upon entering the village, you immediately hear of the Mushroom King's Tournament, a chance to prove yourself to your friends, to your neighbors, and best of all to that Mushroom that used to take your lunch money. The rules are simple: defeat five fungal foes in ferocious combat, and if you survive, battle the King himself for the ultimate title of King. Do you have what it takes to preside over your homeland as the new King Karrot?

Gameplay Description

Drawing its roots from Nintendo's Paper Mario: The Thousand-Year Door, VitalK employs turn-based combat but in a more complex three-dimensional environment. The team behind VitalK sought to accomplish a similar off-the-beaten-path and unique feel via in-game humor, an imaginative setting, and a cool cell-shaded cartoony style.

The player moves around using the conventional WASD and looks around using the mouse as a standard, over-the-shoulder camera. When the player approaches other Carrots and non-enemies the player can press E to interact with them (see dialog). To commence battle with a Mushroom, simply walk into one and combat will begin. Once in combat the player precisely times an E keystroke in tandem with the sliding Heart and Start icons (at the bottom of the screen) so that the icons are overlapping when E is pressed. Upon a successful hit, health will be lowered and littles stars will fly around the screen.

Development Team

  • Nikolai Pavlovich Shkurkin (Manager)
  • Austin Berny Haines
  • Alex "Gecko" Miller
  • Michael "Deferred What" Granneman
  • Ryan "Sky Box" Quinlan
  • Joel "Frame Rate" Anton

Results

  • Opening scene after leaving the title screen.

  • Talking with a fellow Carrot

  • Oh look! It's the Mushroom King.

  • What the battle scene looks like when you start it.

  • The Mushroom successfully hits the player.


  • Video of the game in action (pardon the choppy footage, screencapture drastically reduced frame rates)

Implementation

Supported Platforms

  • Windows 7/8
  • Linux (Ubuntu)
  • Mac OS X (10.10+)

Work Breakdown

Nikolai Shkurkin

  • Major Technologies: Camera, Collision Detection, Articulated Character Motion
  • Minor Technologies: LOD on Terrain
  • Other: Multithreading, Resource Management

Austin Haines

  • Major Technologies: Shadows, Articulated Character Motion
  • Minor Technologies: 3D Modeling

Alex Miller

  • Major Technologies:
  • Minor Technologies: Particle System, Complex Pathing
  • Other: Puns, some dialgoue content

Michael Granneman

  • Major Technologies: Deferred Rendering
  • Minor Technologies:
  • Other: Battle stage, rendering effects (toon shading, etc.)

Ryan Quinlan

  • Major Technologies: Environment Mapping
  • Minor Technologies: Complex HUD, Audio System

Joel Anton

  • Major Technologies: View Frustum Culling
  • Minor Technologies: Procedural Generation Tools

References

Referenced Works and Tutorials

  • Octree implementation guide: Eric Nevala, "Introduction to Octrees" www.gamedev.net (link)
  • View Frustum guide: "View Furstum Culling" lighthouse3d.com (link)
  • Plane Extraction for view frustum culling: Grib and Hartmann, "Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix", www.gamedevs.org (link)
  • Freetype integration starting point: "OpenGL Programming/Modern OpenGL Tutorial Text Rendering 02", wikibooks.org (link)
  • Shadow mapping in OpenGL: "Tutorial 16: Shadow mapping", www.opengl-tutorial.org (link)
  • FMOD usage: looked over c++ examples provided from their "lowlevel" "programmer API packages (link)

Exernal Technologies