Step into the shoes of a secret agent sent to a mysterious city in the desert. Your mission: reach the heart of the city and eliminate whatever lurks within. Can you survive and uncover its secrets?
Characteristics
Walk on walls and manipulate gravity to your advantage.
Avoid being detected by enemies, or the city will notice.
Uncover the strange secrets hidden throughout this enigmatic city.
Role - General Game Designer and Programmer
Mechanics/Level/UI Design
Game Structure Planning
Enemies Logic
Team Size: 6
Time frame: 1 week
Engine: Unity
Platform: Windows
The Game Jam Theme
For this jam I focused on learning how to create a game in a rapid and collaborative way under constraints: work with a team of strangers, follow theme and deliver a playable experience in a short time.
Goals:
Collaboration: form roles quickly, use version control and produce prototypes as fast as possible to test the mechanics before committing too hard.
Constraint design: use the jam theme to create one clear mechanic that guides levels, visuals, and sound.
Level 1 Grayboxing
Level 3 Grayboxing
Level 2 Grayboxing
Hand-drawn sketches of rooms, later translated into unity and In-engine prototypes created to test level playability and feeling.
Internal playtesting sessions to balance level difficulty.
Progressive visual evolution to illustrate increasing disruption as much as you progress into the city.
In the grayboxing stage to indicate the enemy path I used a simple system of arrows and squares.
➜ Indicates the path of the enemy .
if the arrow is yellow it indicates the direction where the enemy gaze is pointing.
⬣ Indicates the starting position of the enemy.
I built a compact enemy AI for Unity that patrols configurable waypoints. When the AI spots the player it can enter one of these states: chase, watch, or search the last seen location. I added inspector-exposed settings and editor gizmos so when i had to design the levels i could design the field of view and the paths of the enemies.
I used a compact state machine so the script switches between patrol, wait, observe, search (and chase if enabled) based on sight and simple timers.
The chase state is optional, when enabled the enemy actively pursues the player, otherwise it only watches and searches.