Gran CITM Game Jam "Best Design" Winner
The game made by the team I was in, ASUN won the Best Design Award
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My name is Lorién Portella and I am a student in the UPC, studying Videogame Design and Development. I enjoy programming the most and is the field that I consider I am better at. Despite that, I prefer working in areas more related to Gameplay, as I have done in this project.
Gran CITM Game Jam "Best Design" Winner
The game made by the team I was in, ASUN won the Best Design Award
Programming
80Design
50Art
20I was in the first team that started working with the scripting system. Our first goal was to familiarize ourselves with the Wren language and its implementation
During the first half of the project, I was in charge of the behaviour of the enemies.
- The initial goal was to have simple melee enemies that could chase the player and perform basic attacks, while also having them receive damage and die.
- Then, I moved on to do the initial combat polishing and have different attack types for the player, while also doing some internal playtesting.
The second half of the project, I was charged with the VFX. My first task was basically to improve the basic particle system we already had.
- Gravity options: Being able to deactivate gravity, change the magnitude of it, or have the particles gravitate towards the center of the emitter.
- Spawning from childs: With the objective of having all the emitters in the same place, but be able to spawn particles from bones or other children.
-Animation Events: Be able to create, pause or resume emitters in keyframes of the animation. Also, every emitter is displayed with their corresponding tag.
-Scripting API: Reproduce the basic events from the scripts, while also being able to pause groups of emitters and reset them.
-Particle rotation options: Have the options of rotating particles and initial rotation. Also an additional option that allows to orient the particles towards the same direction of the GameObject.
-Animated Particles: Adapt the animated billboards system to the particles.
The second task, after the implementation of the new particle system, was to create particles for both the player and the enemies. I was also in charge of this task
The goal I had in mind was to give some general explanation to the player's particles, like it was some kind of plasma generated by Malita.
Some challenges that I faced was the fact that our particle system relied solely on billboards, and that the art we had for them was a bit lacking. All of this conditioned by the amount of time we had left for finishing the project
- Basic attack particles
- Malita dash and footsteps
- Special attacks
- Haerza Haegon
- Lightning Shot
- Axe Kick
- Plasma Dash
- Enemy Particles