Visual effects
Visual effects
There is much to consider when creating VFX for a mobile game. In order to impart liveliness into the animations I had to carefully use a sense of timing, style awareness and technical knowledge. To top it off we need to be wary of the limitations of a mobile game so I kept VFX as light on performance as possible.
Rigging & animation
A game that relies on a character as its flagship is nothing without quality animations. With a character like Froggy it's important to give him personality, exaggerated movements and facial expressions to complement the art style and communicate gameplay.
Gameplay programming
Basic physics
The gameplay is based on a simple mechanic: you touch the screen and a wave appears, pushing Froggy away.
General movement
Froggy Rush, an endless runner, initially used a fixed-speed camera that felt restrictive. Removing the upper limit caused accuracy issues, so a limit was kept, transferring the player's velocity to tiles. For the lower limit, options were considered, and a creeping flood was chosen to motivate continuous movement. A UI indicator warns of the flood, enhancing predictability.
Generative tiles
I decided to go for a more traditional approach by creating a set of tiles for each difficulty level, each tile with a fixed probability of being spawned, so I could have more control over the game’s flow while still keeping some random variation.
Features
Leveling system
Season Pass
Random Challenges
Daily Login
World Map
Map Select
Event System
Unlock Biomes
Customisation
Wardrobe
Save Outfits
Item Shop
Tile Difficulty Randomization
Power-ups
Challenge Tracking Systems
Dynamic Biome Transitions
Tying this all together in the final game:
