First Puzzle - Revolving Doors
Project created for the BUAP 2017 Project Fair in which it took first place in the category of video games.
It is an adventure / platform game in which you must solve a series of riddles to reach the boss battle.
The game contains several aspects that are worth mentioning in the fields of AI, Camera Control, Shaders, Mesh Generation, System of Quests and Parabolic Shot.
This game contains 3 different types AI. The AI of the villagers is based on waypoints, the AI of the enemies makes use of the navmesh and communicate with other nearby enemies if one is attacked. Finally, the final boss also contains a navmesh and it has a state machine to decide its next action based on the current state and position of the player.
The game camera has 3 activable modes. The default mode is the Orbital Camera, the second mode is a camera above of the shoulder that makes it easier to aim with the spear for more accurate shots and finally the third mode is a Combat Camera that allows to Lock In some enemy and the camera orbits to a point where the player and the enemy are always visible.
As for Shaders, several were created for this game. The shader of the wooden dolls that makes an impact wave and changes the doll to gray scale. Also the final boss's shader that changes its texture gradually when defeated.
The spear of the character that the player controls is quite interesting in its operation. When the player starts to aim, the spear changes its position to the hand of the character and just at the moment it releases the button to shoot, the following happens:
-First a Raycast is made from the character's hand to the destination point to which the spear must reach. With these two points and the distance is a parabolic equation to determine the angle to which the spear must be placed to hit to the destination point. The spear is thrown adding the force of time that the button has been pressed. Additionally, if the spear was on a rune of power, while the spear is following its path through the air is building a mesh to create a bridge by which the player or other objects can pass.
It also created a system of quests scattered across the stage which unlock Skins for the character, for example, a skin is unlocked if you reach the highest point of the village, another skin if you hit all the wooden dolls with your spear and another if you pastor the chickenPigs.
Koa was made thanks to the help of my teammates, whom did all the models, textures, animations
, interface and put together the levels.
ChickenPig Farm and ChickenPig Skin Miniquest
Kshani Village and Wooden Dolls Miniquest for the DarkSpear Skin
Koa First Trial of the First Dungeon
Koa Second Trial of the First Dungeon
Koa Third Trial of the First Dungeon
Koa Last Trial of the First Dungeon
Koa First Dungeon Boss Battle
Koa Debug Tests, Map, Bridge Creation and Battle
Koa Debug Tests, Combat Camera
Thanks to all my teammates, they made this game a reality.