Pyromancer
Project Status
Project Type
Project Duration
Tools
Langages
Roles
Finished
Game Jam
2 months
Unity
C#
Gameplay Developer
Resume
Play with fire and burn houses without being spoted. This in a way permit to work both with discretion and destruction.
Conception
During my first internship as a Tester QA, I was in communication with few students of my school, one of them got a great idea that mixed infiltration and puzzle. For me it was the opportunity to truly work on a 3D project in Unity.
Theme is about a saboteur burning houses in african villages, so that's was difficult to really talk about, but what interested us was the gameplay it involved. We seeked both ways to make a proper pathfinding code for guards. Guards patrol and got a cone of vision that is obstructed by buildings, and its updated every frame.
Today I'll take a template at first when I start a third person view, its very common on Unreal Engine, but it must be on Unity too due to all the small features with cameras and walking that implement.
Unity's Note
IIt was the first time I truly worked with a game designer, that means too many features to implement for a beginer like me in 2016. But what is more interesting, it permit me to work on my own editor, by coding GUI buttons inside the editor interface of Unity. We had torch, bushs to hide, panthers, walls... so it was interesting to click on a button in the editor to craft a prefab instantly on the scenery. Unfornatuly its very tricky and can cause several bugs, because it must be done in "Editor only" in update mode, and GUI is not a feature very sure in this game engine.
Credits
Arthur LLORENS
Julien GUÉNARD
Game Designer
Gameplay Developer