Summary
Play the game here!
(Available on Windows) |
Klur is a PC roguelike that I worked on during my third year at Isart Digital Paris during one month.
I worked with students from other fields. There were three artists, three game designers and programmers, one sound designer, and five programmers with me included. My tasks and responsibilities during this project were making tools on Unity especially towards controls, animation and the game's character as well as combo making tool and finally some artificial intelligence for the boss. I also had to communicate a lot about my tools with my team even though they come from different fields. |
WARNING!
A lot of what you're about to see is "during development footage" and DOES NOT
reflect the final product feel and look
ControlsI had to work on controls so the animation looks good and the game feels good. Everything that had something to do with fighting and most the platforming was done with close work and a lot of communication with the character's artist.
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Combo systemUsing Unity's scriptables, I made a system for my coworkers that allowed them to link attacks between them and allow them to play attack animations and change how much damage each hit does for unlimited possibilities.
The article about this will be done at some
point but is unavailable at the moment |
Animation systemWorking closely with my artist I had to make the animation system. I had to use the Unity animation system with transitions and everything because we used 2D skeletal animation through anima2D. And transitions can basicly morph any A animation into a B one. And that's powerful for overall gamefeel.
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Boss AIThe character architecture had be done in a way that we could put any controller on it and it would work. A bit like Unreal does. This way, we could create an enemy AI pawn that had the same functions for movements and actions than the main character but with an AI controller. Very proud of how well it worked and how simple it was to implement thanks to good code architecture.
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