Pitch: "The king is starving - Use your favorite chess moves to find a way to satify his undying hunger"
Development time: 6 weeks, 50% (120h/person)
Made with: Unity
Team size: 13
Our group was very proud of this game and decided to compete in the Rookie Awards 2023. Im proud to say that we got the following achievements:
For Delichess every level needed a grid that contained some tiles for the character Franchessca to move on. Each tile could be 1 of 6 different tile; Normal-, Sand, Mud, Ramp, Jump & Star Tile. Each resulting in different behaviour when landed upon.
The Grid needed to be fully modular, easily customizable and accesible for other scripts due to it being the core of everything in the game. It was not easy but with lots of trial and error it got there in the end.
For this level of customization between levels, our own level editor was needed. Being my first propper tool it was not pretty but it worked and made it easier for our level designers to create levels fast.
It utilized Unity's OnValidate() function which is called every time a MonoBehaviour script is updated in the editor. This made it so our level designers could modify levels in the Unity Editor without being in play mode
My tools interface was the grid object and all its tiles. Each tile could be selected and modified with; type, rotation, height and if it was active or not.
Franchessca moves by using the provided cards on every level which each represents a different moveset. Every card has a unique model for Franchessca for futhur clarification on what card is currently selected. So a connection between card, model and it's transition animations needed to be made.
Making it intuitive to move Franchessca with our cards mechanic was not easy. Especially since we didn't have a tutorial to guide the player, the movement needed to be self explanatory.
I did this using arrows and different indicators that clearly showed the player all the possible actions for the card selected.
Another important thing was feedback. This was done by highlighting the directional arrow that was closes to the players finger. And on release it would go towards that direction.
Every card moveset worked with the techniques previously described except the knight. I tried to make it work in order to save some time but ultimately decided to make a unique movement mechanic for the knight.
This unique movement mechanic used "Xs" where the knight could jump instead of having directions which made using the knight much easier.
Programming:
- Jonathan Andersson
- Lukas Ternelius
- Filip Orrling
- Omar Abdallah
-Jesse Emmoth
Level Design:
- Lovisa Wirtén
-Frans Alexandersson
Shaders:
- Damjan Derdić
Animation:
- Hedvig Kronnäs
- Emil André
Graphics:
- Davit Widmer
- Elvira Aldén
- Assar Wade
Sound:
- Assar Wade
- Jesse Emmoth
Disclaimer: I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd.