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⚽ CHOBO FRAPPE

CHOBO FRAPPE is a multiplayer soccer-inspired party game based on African street soccer culture.
Players compete to avoid getting nutmegged, because getting nutmegged triggers hilarious slap-style punishment until reaching a safe zone.

This game is built with Unity + C#, focusing on fun mechanics, competitive chaos, and social multiplayer gameplay.


🎮 Game Overview

  • Title: CHOBO FRAPPE
  • Genre: Sports / Party / Multiplayer
  • Players: 3–10
  • Platform Target: PC (Windows), Console potential
  • Style: Exaggerated African street soccer vibe with vibrant environments and humorous animations

🕹️ Core Concept

Players try to outplay opponents by passing the ball between their legs (nutmeg).

When a player gets nutmegged:

  • They trigger a slap/hit reaction animation
  • They must reach a safe spot
  • They may be eliminated depending on the mode

🏆 Game Modes

🔥 Elimination Mode

  • One nutmeg = instant elimination
  • Last player standing wins

💪 Survival Mode

  • Players start with 3 Health Points (HP)
  • Nutmeg = −1 HP + slap animation
  • Eliminated when:
    • HP reaches 0
    • Nutmegged 3 times

🎮 Player Controls

Action Input (Keyboard / Controller)
Move WASD / Left Stick
Sprint Shift / Trigger
Kick Space / Face Button
Pass E / Shoulder Button
Dribble Tricks Q / Special
Dash Tackle Right Click / Trigger

⚙️ Gameplay Rules

Nutmeg Detection

A nutmeg occurs when:

  • The ball intersects between a player’s leg colliders
  • The ball’s movement vector confirms an opponent pass

Elimination Rules

  • Nutmeg → eliminated immediately

Survival Rules

  • Nutmeg → −1 HP
  • HP = 0 → eliminated

❤️ UI Features

  • Floating health bars
  • Nutmeg counter
  • Elimination announcements

🛠️ Engine & Technology

Recommended Engine: Unity (C#)

Unity is the best fit because:

  • C# is beginner-friendly for rapid prototyping
  • Built-in physics helps ball + nutmeg detection
  • Mecanim animation system is powerful
  • Multiplayer frameworks are widely available

Alternative: Unreal Engine (C++)

For higher-end visuals and full customization.


🎭 Character & Animation Pipeline

Character Creation Tools

  • Blender (Free)
  • Maya / 3DS Max (Industry standard)

Animation Tools

  • Mixamo (prebuilt soccer animations)
  • Unity Asset Store animation packs
  • Custom animations in Blender

Animation Controller

Unity Animator system using:

  • Blend trees (walk/run)
  • Trigger events (kick/nutmeg/slap)
  • State machines for transitions

⚽ Soccer Mechanics & Prebuilt Assets

Recommended Unity assets:

Asset Purpose
Character Controller Base movement
Soccer Game Kit Ball physics + goal logic
Final IK Realistic foot placement
Netcode / Mirror Multiplayer synchronization

💻 Technical Requirements

Software

  • Unity 2024+
  • Visual Studio / Rider
  • Blender (or Maya)
  • Mixamo animations
  • Git + GitHub
  • Notion / Jira for team planning

Hardware

  • Development PC with real-time capable GPU
  • Windows devices for playtesting

🚀 Development Roadmap

Phase 1 — Prototype (4–6 weeks)

  • Player movement
  • Ball physics
  • Nutmeg detection
  • Single-player test

Phase 2 — Core Modes (8–10 weeks)

  • Elimination Mode
  • Survival Mode
  • UI + health system

Phase 3 — Multiplayer (10–14 weeks)

  • Networked movement
  • Ball synchronization
  • Server-authoritative nutmeg validation

Phase 4 — Polish (8 weeks)

  • Character models
  • Custom slap + celebration animations
  • Sound effects (soccer, crowd, slap hits)

⚠️ Key Technical Challenges

Nutmeg Detection

  • Scoped foot colliders
  • Ball intersection checks
  • Direction validation

Multiplayer Sync

Server-authoritative pattern:

  • Server verifies nutmegs
  • Syncs ball + elimination states

👥 Team Roles

Role Responsibilities
Game Designer Rules, balancing, documentation
Programmer (C#) Gameplay + networking
Animator Rigs + slap/nutmeg reactions
Artist Characters + environments
QA Tester Playtesting + bug reporting

🧩 Example Code: Nutmeg Detection (C#)

void OnTriggerEnter(Collider other) {
    if(other.CompareTag("Ball") && IsBetweenLegs()) {
        RegisterNutmeg(attackerId, playerId);
    }
}

bool IsBetweenLegs() {
    Vector3 ballPos = ball.transform.position;
    return leftFoot.bounds.Contains(ballPos) &&
           rightFoot.bounds.Contains(ballPos);
}

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