The game
Synopsys
In this game, you are not the main character. You are but a simple resident of the almighty dungeon, which is filled with loot. Unfortunately, due to its renown the dungeon has drawn the attention of a hero who is slaughtering all of its monstrous residents. You might not be asking for much but unfortunately, it still seems to be too much for this individual. You have but one goal: reach your Raghoul, your boss. He is the only one able to protect you from this pretentious hero. With the help of your element mixing skills, you'll be able to slow them down. But will it be enough?
Game info
Hero of the Dungeon was our, the Sleepers, first GameJam game made during the WonderJam of winter 2023. The theme of the jam was "You are not the hero" and our selected sub-themes where "Inhuman" and "Crafting system"
This game was made in Unity using C#
The game can be found here : https://calvery.itch.io/hero-of-the-dungeon
MyPart
For the character movement, a simple 2D movement was required. We had a few problems, like the gravity not being the same in the build as it was in the engine, and the speed we needed since the game was a bit on the harder side.
Basic Movement
The basic movement was a simple bind of the X axis to the inputs and a jump. Due to the lack of time we had, we needed to find a quick and easy fix on the gravity problem. We simply fixed the value of the gravity to something that was good in the build.
Even if I am not an animator, we needed animations for a lot of things in the game. I decided to take the responsibility and made a few animations using bits and parts of some animation packs. It took a while to learn to properly implement 2D animations since it wasn't something I was used to doing.
Characters animations
Most of the animations of both the hero and the skeleton were from the pack they originated from, but a few where cuts of some animation matched together to give the result we wanted. I also modified a few sprites to allow a better feeling in the animations and access to new ones.
Elements animations
Most of the elements animations are recolored slimes animations. It was a quick way to find suitable animations for our project. Mixing them with magical effects when they were triggered gave our game decent visuals.
The inventory system was made to be usable and quick to implement
It uses a dictionary taking an element type enum as a key and returned the number of this element the player had
Credit
Programmers
Alexandre Tremblay : Player movement, animations, inventory system
Léa Bouchard : Map and random orb drop
Alexandre Laroche : Map generations, Hero movement, element mixing
Xavier Lavoie : Game design, bug fixing and UI
Simon-Olivier Lachance-Gagné : Tutorial, HUD, inventory system, element mixing