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?
This game was made in Unreal with 5 programmers. The entirety of the game was made with C#. Since this Wonderjam had for theme "You are not the main character" and we received the sub-themes "Crafting system" and "Inhuman", we created a skeleton character crafting different traps with his collected elements.
Once of the biggest problem we had in this game jam was the lack of artist in our team. Since we still needed a map, I had to put aside programming for a big part of jam to create the different chunks of the map. Our game worked by putting many chunks one after the others until the end of the level. So, I had to create 8 different chucks (plus the start level and the end level) with different types of obstacles and difficulties while keeping the maps well aligned. I had to learn how to use sprite sheets in unreal with an asset pack that did not have uniform sizing for all of their sprites.
I also had to think about different obstacles and level shapes to keep the player interested. The things that could kill the player if touched had to be added in a different layer. If there was a collision between the player and this layer, the player would die.
Another thing I had to place in the maps was the Hero's waypoints. The Hero character was walking with a waypoint system created by Alexandre Laroche, and I had to place it in the chunks so that the Hero would be able to navigate correctly in the level.
When I finished all of my maps, all the big systems were done. I helped fix a few bugs, but the other feature I worked on was the orb collection element. When an elemental orb was collected, an element would be assigned to it. Each of the four elements would have a different spawning chance according to the quantity of this element in the inventory. So, if the player had 10/10 fire orbs, the spawn rate of a fire orb would be 0%. Similarly, if the player had 2/10 ice orbs, the spawn rate of this orb would be 20%. It could also be possible for the orb to be null (not have any elements). The fuller the player's inventory, the more the chances of an empty orb.
With this system, it would make the elements that we have the least amount of would spawn more often, allowing the player to use different crafts.
Léa Bouchard - Map Chunks Creation + Collected orb element
Alexandre Tremblay - Player Movement + Animations + Inventory
Alexandre Laroche - Map Procedural Generation + Hero Movement
Xavier Lavoie - Game Design + Crafting UI + Bug Fixing
Simon-Olivier Lachance-Gagné - System Craft + Tutorial + HUD + Inventory