Cafe quest is a task management action platformer game created in a team of five. The dev time was five months and the game’s high concept is to operate a café and search dungeons for ingredients.
Cafe quest offers two sections with different gameplay experiences: the cafe and the forest. In the café, orders are received in a visual novel-style dialogue cycle. Players are then required to create the drink in a click-and-drag scene. Player earnings are required to later pay rent and progress. Ingredients for drinks can be collected by battling enemies and breaking harvestable objects in the platformer section of the game which is a simple 2D side-scrolling platformer.
The team that worked on this game is a team of six called Three Moon Games. It consists of two artists, two programmers, a designer and project manager. Some of the programming tasks in the platformer section I took on included:
I was also available to help out with other tasks like UI implementation to ease other team member's workloads.
There was a flaw with the enemy attack and player health system that caused the player to lose multiple points of health at once as the collision detection for the enemies was in the update loop. This means if the enemy was touching the player for more than even one frame, the players health would deplete by more than one point. This was solved by adding a short period of invulnerability to the player as soon as collision with an enemy is detected, as well as a knockback effect to stop them from continuously colliding and depleting players health by more than one point. (See Below)