Devlog 1 🦀


Welcome to the first devlog for Trickfoolery!

Trickfoolery is a collaboration between UofT and OCAD students to create a fighting game where you can’t fight… but you CAN make your enemies do the dirty work for you!

The start of it all

Our merry band met for the first time at a mini-game jam run by our universities on Saturday. In four hours we made a rough prototype of our wonderful team lead’s idea, illustrated by gray T-posing models:

The enemies detect the player…

…then converge on that location after “charging!”

While the enemy behavior and player movement remained a bit wonky, we managed to make a playable demo of the core theme of the game: defeating enemies by dodging.

Talking the talk…

We had a lot of discussions about core mechanics, game-feel, and aesthetic both for and after our pitch presentation. Below are some of our finalized slides that illustrate our inspirations and goals:

More details can be found on our creative brief!

While we’ve brainstormed and debated many potential mechanics, we’ve decided to defer certain decisions until we have a solid prototype of our core mechanics: player movement and dashing, and enemy movement and attack. We also decided to lean into 80’s aesthetics to compliment the cartoonish and comedic tone we hope to achieve.

In the meantime, our art and music teams have started to put together sketches and demos of the art and music that will bring Trickfoolery to life!

Concept art by Austin W

Concept art by avyary

…walking the walk

By the next devlog we’ll have completed a tech proof-of-concept, which fleshes out our game jam prototype. As we further solidify our mechanics and aesthetic, we’ll also be creating a design document to guide the rest of our development. Stay tuned!

Get TRICKFOOLERY!

Leave a comment

Log in with itch.io to leave a comment.