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Alche(me) is our entry in the Global Game Jam 2016. The theme we are forced to follow is "Ritual".Delving into your dark subconscious to redeem the conscious self.

C# 96.97% GLSL 3.03%

alcheme's Introduction

  • ๐Ÿ‘‹ Hi, Iโ€™m @ParkinT
  • I have been writing software for over 40 years
  • ๐Ÿ‘€ Iโ€™m interested in software development and prestidigitation. That is why I have written a few apps for Magicians
  • ๐ŸŒฑ Iโ€™m currently exploring 3 word addresses
  • ๐Ÿ’ž๏ธ Iโ€™m looking to collaborate on Ruby projects
  • ๐Ÿ“ซ How to reach me ...

alcheme's People

Contributors

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Watchers

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alcheme's Issues

Collecting Artifact (Script)

Collider that removes the artifact from the world.
Return player to origin vector (Hub/Altar) by
a. Loading the Main scene
a. Transform the player to origin

The latter is accomplished by the fact that reloading the scene establishes the player's original position.

The Hub

the center of this universe.
Five spokes, each represents a path that ends at an altar.

Platform Jumps

Jump Force = 50
Double Jumpe Force = 40
Platform at 1.25 is barely attainable with a single jump
Platform at 1.4 requires double jump

Light Bar

"Health" level is defined by the darkness in the game; overall.
This is regenerated (slightly) when returning from a level.

Teleport To Level

A script to be placed on Tele-Portal that is linked to an underworld level.
It will load the scene defined in a property.

Artifact Rising (Script)

When entering a large collider area, the artifact is transformed (rises).

If you create an empty Game Object, add a Box Collider, make it a child of the Artifact. It also must have 'isTrigger' asserted on the Box Collider.

Make the Collider's size 2.5 times the artifact.
Attach the ArtifactRise script to this empty GameObject.

Persist Player Inventory across Scenes

We are using the PlayerInventory to track that the player has obtained an artifact.
However, the Main scene is reload in order to send the player back.
This causes two problems:
a. We must keep track of the "progress" of the Altar's reconstruction
a. We must keep track of the Artifact the player just picked up

Also, we should be tracking the player's Will (health) in a Game-wide scope.

Altar

A static asset.
A pit into which the player must jump. Passing through the doorway teleports the player to a sub-level.
This courage provides a spurt of health.

Guide (Script)

Collision with Guide produces a dialog box with text.

Teleport (Scripting)

Each teleport station needs a single Vector3 (destination)
Reference the player (Tag)
This is triggered by a collider (IsTrigger).

Final Artifact

The Philosopher's Stone.
It burns you away and become a glowing spot. That, cinematically, becomes the star-filled sky.

Wiring Elements

A RigidBodyFirstPersonController exists in each Scene. This establishes the "start" position for the player in the scene. Also, this is the "respawn" point for the player after a failure. We simply call Scene.reload.

The RigidBodyFirstPersonController has a "Tag" set as "Player"
The RigidBodyFirstPersonController has the following Scripts attached:

  • PlayerInventory

The Altar object has a "Tag" set as "Altar", the 'isTrigger' asserted (in the Collider) and has the following scripts attached:

  • AltarReceiver

Internally, the Artifacts are referenced as artifact_ego, artifact_faith, artifact_courage. It is important that they are lowercase. These "names" must be entered in each Artifact's Artifact Name property of the ArtifactPickup script component.


For Fall Damage the Player needs FallDamage.cs attached. There is a property Max Velocity Y that can be adjusted.

The script ArtifactPickup must be applied to each Artifact object and the object must have 'isTrigger' asserted.
In the Unity Build Settings the Scenes must be listed.


The Player needs to be "Tagged" as 'Player' and the following scripts attached:

  • Rigidbody First Person Controller (part of the FirstPersonController)
  • Player Inventory
  • Fall Damage
  • Player Health

Script LevelTeleport.cs must be attached to the Tele-Portal.
It also has a Property that must be set; the name of the level (Scene) to which this Tele-Portal takes the player.
The Tele-Porter must be set 'isTrigger' in its Collider.

Sublevels

Another playable area (one of three)
Puzzle element.
Assets from the hub can be applied here (modular).
This is where you find a piece/artifact.

Fall Damage

After falling a distance the player should DIE (reload the Main level).

Artifacts

Three Fear, Ego, Belief.
Belief should be walking across an invisible bridge.
Ego could be requirement to be humble or selfless.
Fear could be a test of courage.

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