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Soul Lights

This is a project my partner and me created during this semester's Game Development course at JKU. Narrative Imagine you're having a nice dinner with your family. You go to bed early because you don't feel so good. You wake up. In the middle of the night. Due to loud noises. You leave your room to look what happened. Only to find your family brutally murdered. Police arrives. They have to interrogate you because you are the only witness. You start to absorb the Souls of your family. You are a suspect. You flee. The absorbed Souls give you special abilities. You decide to search for the real murderer to cleanse your name and take revenge. So you go to the hospital to visit a friend who might be able to help. Your friend Kim is scared. They suggest you continue your search in your family's crib in the forest near the village. Does Kim really want to help or just get rid of you? The two of you are hiding in the crematorium while you're talking to each other. You absorb the Soul of a dead body ready to be burnt. Hmm, so pretty much all dead people give you new abilities now. If Kim really does want to get rid of you... you could push them into the oven... How will you decide? Gain power to find and fight the murderer on your path of corpses or by taking the hard but honorful route? Gameplay Play as a teenager whose family was brutally murderedAbsorb Souls of dead people to gain abilities Shooting Fireballs, Ice Shards, Light Arrows Manifesting massive Stone Walls Teleporting over a short distance Slowing Time ... Realtime deckbuilder4 Abilities (= cards) in your handRedraw new Abilities from your mind (= deck)Shuffle Abilities after you emptied your mindShuffle Abilities after you emptied your mindRogue-lite elementsEnemies drop random Abilities on deathRandom shufflesDifferent endings based on your decisions Responsibilities Mike Abilities (Design, implementation, Deck system, aiming)HUD, GUI (including title screen, death screen, pause menu)LightingSound effects for abilitiesScripting in-game events (e.g. PlayerHome and Hospital "cut-scenes")Enemy AI (Attack AI, Talk AI, Walk AI)Manager Code (Persistend Data, GUI Manager, GameState Manager, ...) Mariam Levels (Design and creation of individual scenes):PlayeHome, Village, Hospital, Forest, CaveBackground audio for individual scenesEnemy Movement Controls Fire abilitiesQ, W, E, R for 1st, 2nd, 3rd, 4th ability respectivelyMove playerClick on Left Mouse Button to set a destination for the NavMeshAgentAimingNormal mode (default)Automatically aims in the direction of your cursorAssist modeSimilar to the movement you can click the Right Mouse Button to define a destination for the abilities. They will then be fired into this directionInteract: SPACESwitch aim mode: FInventory: TAB Pause: ESC Notes Inventory sometimes looks weird (abilities overlap) when not on 1920x1080. Although it seems that only smaller resolutions can mess things up. Credits Assets 2000 Fantasy IconsSimple Fantasy UIFantasy Game Sound EffectsStandard AssetsLow Poly UltimatePolygon PrototypeEmerald AI 2.0Low Poly KnightsLow Poly Medieval Castle PackFantasy Village PackTerrain Sample Asset Pack (Samples)Fence 4 Pack WoodLeanTweenTextMeshPro Audio Music promoted by https://www.chosic.com/free-music/all/ Creative Commons CC BY 4.0 https://creativecommons.org/licenses/by/4.0/ Vopna by Alexander Nakarada | https://www.serpentsoundstudios.com Machina by Scott Buckley | www.scottbuckley.com.au I’m Not What I Thought by Darren Curtis hospital_ward_ambience from www.zapsplat.com Images https://www.all3dfree.net/grass-textures.html https://gallery.yopriceville.com/ https://www.kissclipart.com/ https://www.clipartmax.com/ Further information We couldn't test MacOS build so it could include additional bugs we don't know of. Presentation

7Magic7Mike7 4 followers· portfolio 6 View creator →
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