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Touch

Outline

This project is a group project for CiGA game jam (China), I am responsible for the gameplay design, demo client development and some 3D model modelling, shader writing and particle effects.

The theme of the game jam is "Touch", to answer this theme, we decided to make our game continuously give feedback on the touch concept.  But we did not make a touch to play mobile games, so we focused on the elements inside the game. We made our game character touch to explore, to heal and destroy.

Game Feature

The core gameplay is the same as the name "touch", there are several types of items that can be touched in the game. Players need to achieve the quests by touching these items. In order to encourage players to touch, we add a pure black material to almost all environment things, but every touch item can light the nearby areas up, so we can hide the trap and danger in the dark and players to tell these negative elements by touching. Some items like Prism and Doom can protect and damage hostile units.

Shimmer
 Light House
Prism
Doom

Spike traps and the sanity system are our ways to encourage players to touch. Only touching can remove the nearby darkness to avoid stepping on those spikes. Like those Cthulhu games, when the sanity level is low, some unnamed creatures will come and attack the players. Light is the only way to kill them and recover the sanity to avoid seeing such phantoms again.

We did not add too many battle elements, because of limited time. But we still add the boss fighting and unmovable ranged attacks hostile units to encourage players to use prisms and dooms. All enemies' scripts are inherited from one parent class, and the behaviours of enemies are achieved by FSM. I added attack weight to make enemies' attack more vivid and various.

Gameplay
Video

In Game
Screenshots

Tech Stack

FSM based on Abstract Class

As I mentioned before, I chose the FSM to achieve enemies' behaviours and create four child classes of abstract class - Patrol, Chase and Attack. I used physic collision detection with the dot product to calculate the targets in the cone area of enemies' vision range. 

IK Animation

All actions of the boss (we call it Spider) are used in IK animation based on Unity Package Animation Rigging. I built the boss 3D model, bound bones and all enemies' script and IK animation implements.

Object Pool and Observer Design Pattern

Although the quest system in the game is simple, I still used the object pool pattern for future expansion. And the boss battle I used the Observer design pattern to make the health bar UI, music and boss behaviour sync.

Software

Coding & Version Control

DCC software

Download

Platforms:

system-windows_edited.png
system-macos_edited.png

Dropbox Folder

Baidu Cloud

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