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GMTK Game Jam Entry
My entry to the biggest online game jam.
The theme of the jam was "out of control", we had only 48 hours to make everything.
Initial prototype
Since the theme was "out of control", we had the idea of taking out the player choice of what class he would play each round, but he still would have to upgrade a class, even knowing that he would not might be able to play with it.
This was a clever risk the player would had to take, he would always put points a specific class so he would only have to deal with one, of upgrade equally everyone?
Gameplay prototype
For the gameplay itself we choose to go with a top down view in a action combat style. We first implemented a ranged combat (that was also adapted to magic combat), and a whole different melee combat.
Choosing two combat mechanichs in such a short time turned out to be not a good idea at all, in the end, we could not make the AI so interesting because we run out of time to fine tune it. If we sticked with only one, we could spend more time tuning it. A lesson for the future.
Final touches
For the AI, we choose to use A* pathfinding project, a well known pathfinder used in games such as Arena of Valor. We decided this would be more interesting to use instead of unity's default navmesh system, this way we could try to learn something new.
We run out of time to fine tune the combat AI alongside with the pathfinder, so we did some small tweaks for the game to be playable, such as giving each round time.