To download the latest version of Goo Grinder, go here and unzip the folder after downloading.
Goo Grinder is a wild 2.5D Unity game that'll take you on a goo-tastic ride through a neon nightmare world! 🌌 In this game, you'll guide Sporet, a small ball 'o' goo, as he skillfully rail grinds his way through mind-bending levels filled with spikes, gaps, and unexpected twists. Get ready to jump, grind, and unleash Sporet's unique ability, "Goofling," to ooze your way past obstacles and conquer each level! 🚀
Goo_Grinder_Teaser_Trailer.mp4
Main Menu |
Level 1 |
Main Menu |
Level 1 |
- Genre: Slime-tastic Movement, Rail Grinding, 3D, Side Scroller
- Perspective: 2.5D
- A, D: Goo forwards and backwards.
- Space: Goo-jump.
- W: Switch Goo positioning upwards.
- S: Switch Goo positioning downwards.
- E: Activate "Goofling" ability, let that goo soar! 🚀
Sporet, the tenured gooling scientist, embarks on a goo-licious mission to explore the caves of planet Goopiter. Despite his clumsy reputation, Sporet's got a goo-donkulous secret weapon - his long arms are perfect for navigating the goo-filled rail system! 🚂
As Sporet, you'll grind and hang on the neon-lit rails, performing goo-tiful jumps to avoid spikes and gaps. But here's the goo-dy part: Sporet can only jump while grinding, so rail placement is goo-ly important! Falling or hitting spikes will disconnect Sporet from the rail, and he'll need to use his vertical goo-bility wisely. Riding underneath the rails charges Sporet's special "Goofling" ability, a goo-rific jump that lets him pass through spike-less rail sections with gooey grace! 😎
But beware! The screen only moves forward, and if Sporet slips too far to the left, he'll meet goo-stly left-screen spikes. Your goal? Guide Sporet through each level without becoming goo-paste on those spikes! 🌟
- Win: Reach the goo-tastic end of the level.
- Lose: Get goo-terminated by screen spikes or plunge into the gooey abyss below.
Meet Sporet, the gooey scientist with the goo-dacious long arms. His colleagues think he's a goo-timate klutz, but little do they know that his goo-some arms are the goo-rfect tool for goo-ping around the caves of Goopiter!
- 3D modeler to goo-create the character model and animations.
- Character designer to set up the animation tree in the engine.
- Modelers to create goo-licious interactable and non-interactable structures.
- Level designers to plan the goo-tastic level layout and set it up in the engine.
- Playtesters to provide feedback on gameplay feel.
- Concept artists to sketch goo-tiful model ideas from moodboards.
- VFX designers for goo-ey lighting and particle effects.
- UI designers/artists for the gooey menu, UI animations, and more.
- Gameplay programmers to work on animation tree, player programming, camera goo-vement, and more.
- Novice programmers for environment setup, visual goo-ffect triggers, and sound goo-ffect triggers.
- UI programmers for goo-tiful UI functionality.
- Novice UI programmers to trigger in-engine animations.
- VFX artists to create goo-tastic particle effects and lighting.
- Sound designers for goo-tastic background audio, UI goo-nds, character goo-nds, and gooey environment ambient goo-nds.
- Writers to create a scoring system with a goo-dle of lore.
- Task delegation solidified
- 2 weekly meetings setup
- Team skill level assessed via survey
- Everyone in Discord
- Team bonding activity
- Unity & Plastic SCM setup
- Version control rundown, expectations for communication
- Team lead creates materials for novice members next week
- Mars will create testing scene
- Progress update slideshow will contain information on team and previous work
- Writing team will give lore for the score system
- Movement programming creates base by the end of the week
- Novice members are delegated exercises to strengthen skills
- Writing team will continue lore work with finalized score system
- Playtesters familiarize themselves with playtesting techniques
- Main theme composition begins, samples are given to team lead
- Level designers begin creating ideas for vertical traversal and set up a whiteboxed scene that is properly scaled to character with influence from writing team
- VFX design will begin
- Basic camera movement exists
- Character modeler begins, un-rigged model complete by the end of the week
- Environment modeler begins, rails complete by the end of the week
- Concept artists will work with design team and writing team to create aesthetics of level in some sample sketches
- UI design for the main menu with art assets complete
- Writers will give lore for rails
- Basic forward, backward movement programming finished without animations in scene made by level designers with rail movement.
- Switch Goo animation should begin both ways
- Camera follow complete, does not follow to negative x-axis values
- Rail models should be textured and set up as prefabs
- Level designers should swap out whiteboxing with rail prefabs, whiteboxing for spikes begins
- Character model polish
- Refined background audio
- Main menu implemented with refined background audio
- UI design & art for goofling charge
- UI art for left-screen spikes should be finished
- Environment models begin from concept sketches
- Environment modelers should work with concept artists if more models are needed
- Writing team creates lore for goofling concept
- Switching Goo animation is implemented
- Switching Goo functionality programmed
- Rail spike functionality programmed
- Camera follow polish to fully finish this task
- Goofling animation complete
- Normal jump animation complete
- Left-screen spikes should be implemented
- UI design for win and lose screens
- UI art for win and lose screens
- UI design for the score system
- Sound effects for the character
- Jump
- Goofling
- Death
- Switch Goo
- Spike hit
- Scene ambient lighting
- Designers should set up the full length of the level, polish will be needed
- Goofling charge is implemented
- Particle effects for the character running
- Implement running particle effects
- Writing team creates lore for spikes
- Designers begin implementing environment models
- Implement character SFX
- UI implementation of goofling connected with charge backend
- UI art for the score system
- Score system backend setup
- Goofling and normal jump fully implemented with animations
- Particle effects for goofling
- Implement goofling particle effects
- Create rail grind SFX
- Lighting team should begin adding lighting to models themselves
- Playtesters should get their hands on the game and give feedback to the level design team & movement programmer
- Lighting team continues to add model lighting for ambience
- Particle effects for switching Goo implemented
- Design team implements feedback working with movement programmer
- Add in rail grind SFX
- Playtest sessions
- Connect score system backend to art
- Debugging from playtesting sessions
- Finishing ambience lighting
- — Polish time / wiggle room —
- — Polish time / wiggle room —
- Full level setup
- Character model has all animations working
- Glide forward fast
- Slow down forward
- Glide backward
- Switch feet
- Normal jump
- Goofling jump
- Idle
- Playtester feedback has been implemented
- All UI setup and working
- Main menu
- Pause menu
- Win/lose screen
- Goofling powerup
- All sound in the game
- UI sounds
- Background music
- Character audio
- — Polish time / wiggle room —
- — Polish time / wiggle room — 🚀