Project Overview
Araka is a turned based mobile puzzle game where the player needs to progress through levels by programming his movement and finding the quickest way to the end. The world evolves when the avatar moves which creates interesting challenges where the player has to predict and time his movement in order to access tiles.
My Contribution
The project was made in the span of four months by 5 Game designers from ICAN .
I was in charge of leading the project, the programmation, the game design, and the Level Design.
I was in charge of leading the project, the programmation, the game design, and the Level Design.
Custom AI pathFinding
State Machine
In Araka we decided to change from a pathfinding system to a swipe system that makes the avatar move from one tile to another. This system was more effecient on a mobile device and solved problems we had with our dynamic terrain.
In order to make this system work we ned to have a priority of event.
We decided to make the player move and then the dynamic tiles will move.
But this process on every movement slowed down significantly the flow of the game. We decided to make the movement of the player and the movement of the dynamic tiles happen at the same time when the player was neither on a tempo tile or about to move onto one.
We decided to make the player move and then the dynamic tiles will move.
But this process on every movement slowed down significantly the flow of the game. We decided to make the movement of the player and the movement of the dynamic tiles happen at the same time when the player was neither on a tempo tile or about to move onto one.
To make this system work we created a StateMachine that handled the priority of events depending on multiple factors. We used an animator to make it since we might add animations to events.
Level Editor
Araka is a puzzle game that heavily relies on a good level design. We decided to make it easier for the level designers to work efficiently to create level editor tools that would make their life easier.
In this gif you can see the whole process of creating a scene in our game and placing tiles and effects quickly. The level designer can change the type of tiles they are placing by just clicking a bool in the editor or sliding a cursor to choose an integer.
We also made procedural tile map generation to have the available path change dynamicly in game but also in the editor to have an accurate idea of how the level looks at all time.