

An action-adventure open world game with a claymation style to it
Travel across the wasteland with your dog companion and become a legend
Hi guys! I'm Raisel. Game developer from Mexico and currently working on a project using the Godot engine.
In this space I expect to post updates, news and get feedback about the development of my game. Feel free to ask anything you want!

Black Pellet is a game in early development. It will be an action adventure open world game that will try to emulate the claymation style, wich is a form of stop-motion that uses clay or plasticine.

The game will take place in a post-apocalyptic land where the mission will be to fight and to survive alongside your dog 'Pellet'.
Here you can have a look at the concept trailer for the game:


The goal is to have a wide variety of mechanics that are usually present in other games of the genre, but simplified enough to fit a solo developed project. Given that the game is inspired by tittles like Mad Max and RDR2 I expect to implement the following gameplay elements:
- Driving and vehicle combat
- Hand to hand combat system
- Hunting and crafting
- The dog companion will be a core component to all of the above mechanics
Here you can see the first screenshots from the game in execution:

In the long run the goal is to create an action packed game with an original visual style but mechanics that feel familiar to those used to AAA games.
The game will be heavily driven by the narrative involving the main characters, an epic tale of two friends.


Why Godot? In part beacuse I'm a FOSS enthusiast. I think the future of the engine is very promising. With such an enthusiast community and skilled contributors the engine can only keep improving.
I think Godot's philosophy fits a solo developer perfectly. Getting things to work fast is crucial when trying to materialize an idea so that the project can build a community around it.


The project currently runs on the 3.3 version of Godot. Given it's still being prototyped every time a new version comes out the project is moved to the current update. Right now the focus is on getting a nice and consistent look between the elements from it and basic mechanics.
The goal is: once Godot 4 releases an alpha version the progress can be easily moved into it. Importing and adjusting the assets and moving the little chunks of code to the new GDScript should be relatively easy.
The project will try to make use of the new features and by that point more programming-heavy stuff will be dealt with.
I didn't want to wait for Godot 4 to start working, but it is my goal to use it once it's ready.
Right now the project is at a very early stage of development, but it's important to create awareness as soon as possible.
I've been working the last couple of months on this at the same time I was learning to use the engine.
Now that I found a nice workflow I feel comfortable with I decided it was time to spread the word about it and open some communication channels with players and other devs.
The scope is pretty big, but the design choices should compensate for that. Simpler characters, animations and materials should allow a single dev to include more gameplay elements that are meaningful to the narrative.

My main goal is to make a prototype attaractive enough to Kickstart the project and work full time on it without worrying about the money until the final product is ready.
In order to acomplish this I will be sharing the progress of the development in spaces like this one, will also release several trailers in months to come (story trailer coming), I'll create a devlog series to help other Godot developers with my accumulated experiences and much more.
If you want to follow the project you can visit the social media channels that I've opened
Thanks a lot for checking out my project. I'll appreciate any kind of support. Wish you luck with your own projects!!!
