Trail of Toads

In Trail of Toads (formerly Last Frog Standing) you play as a frog who attempts to master the sacred Trial Grounds and inscribe his name into stone. This 3rd person 3D platformer features many traps, enemies, ancient statue guardians, and a dense magical atmosphere.

My work: Story Tech Programming, Narrative Design, Writing.
Duration: 24.6.2022 – 3.7.2022, ca. 5-10h/day
GameJam together with Sleeprunner Studios, Empyre Audio and members of the Ocularis team.

With this project, we won the ChampionJam! Our prizes were $3,000, a Twitch frontpage feature, and a pitch in front of several well-known publishers.

Story Tech Programming

Here follow some videos showing my progression on programming jumping, talking frog statues from the first to the last iteration.

1) First, I implemented some simple communication, featuring:

  • a communication/skip indicator attached to the actor
  • cinematic borders akin to and inspired by those used in Nier: Replicant, fading in and out
  • debug voiceover

2) Upon thinking about this prototype, I found that the statues — which were intended to speak, after all — needed a bit more life. And since I had the time and energy to add a feature, I went for some animation upgrades.

  • added statue jumping based on the player’s relative position in a 3×3 grid around the statue
  • adjusted cinematic border heights after feedback

3) In parallel, I had been talking with one of our 3D artists about a proper mesh. When it arrived, we felt that there were some good decisions in this design. A great deal of improvement was added by the smaller visual and sound effects.

  • inserted new, proper mesh
  • fixed wrong pivot for rotation
  • added VFX and SFX for more game feel:
    • wind lines up/down
    • dust clouds upon impact
    • (placeholder) sound upon impact

4) Being almost at the end of the jam, I implemented feedback from my team: we judged that attaching the line display directly to the statue would be more fitting to the atmosphere we wanted to create.

  • replaced cinematic border UI with world-space speech bubbles attached directly to the mesh
  • wrote monologues for the seven statues
  • added tutorial messages
  • added proper sound effects; revised impact dust clouds

5) On the last day, I took care of the statue’s surroundings in our main level. Our level designers and artists had planned out dedicated spaces for them in the map, which I then decorated to give each statue a fitting environment.

  • decorated five statues’ surroundings (the start and end surroundings were handled by others)
  • created special materials derived from the base ones provided by the mesh artist
  • created special fire VFX derived from base ones provided by our VFX artist

Key Learnings

  • a skilled team (both in craft and teamwork) makes all the difference
    -> never before have I experienced such a productive and fun development, mostly due to smooth communication and the great work everyone delivered
  • focusing on a specific area (in my case, the statues) helps learn and achieve great polishing