ANEMIA
GAME OVERVIEW
Anemia is a top-down Rogue-lite game. The player plays a young girl who turned into a vampire. She wants to retrieve her humanity and to do so, she must consume Dracula's blood. The player will use a variety items to achieve his goal. In Anemia every second counts: indeed, the player loses health every second, and he can only heal himself by draining the blood of the enemies.
DEVELOPMENT INFOS
Role - Game Designer and Manager
Time - 4 months (2019 - 2020)
Team size - 8
Genre - Rogue-lite
Type of project - School project
Tech - Unity
Platform - PC (1 player)
MY RESPONSIBILITIES
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Team management with Trello and backlog on Google Sheet. Distribution of the tasks for every week. Checking everything that was done during production.
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Communication management within the team and outside with the referents.
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Enemies and boss programmation. Verification of all the scripts to ensure that it was properly running.
DESIGN OVERVIEW
When we began the reflection on Anemia, we spotted one big problem: it was our first project on unity and, for the majority of the group, it was the first interaction with the engine and with C#. Thus we decided to make a very simple vertical slice with a little twist: the loss of blood.
We also defined a small scope because we were sure to encounter problems we wouldn’t have thought of.
Because of that, we had to make some important decisions :
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The character had to be easy to control and have limited abilities, so the player could move around, dash in a direction, swing his sword, use a consumable item and drain blood. 1 stick and 4 boutons to play the game.
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We wanted something fast but tweaking the character controller wasn’t enough, so we created enemies that force the player to move and prioritize certain targets. For example one enemy is a spawner, it doesn't move, and all it does is spawn smaller kamikaze enemies. When one of these enemies is in the room, the player will want to focus on it first. The rule can apply to every type of enemy.
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We also designed traps like turrets to force the player to move around the rooms.
This was my first time scripting in C# for a video game, here are two examples:
Charge pattern for the boss of the game
List of enemies that can be drained
POST MORTEM
WHAT WENT WELL :
I learned a lot about programming and prototyping during this first Unity project.
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The scope was perfect, we submitted the final build with 100% of the ideas we had during the (short) pre-production phase.
WHAT DIDN'T GO WELL :
It was our first encounter with Unity and C#, because of that some of the code is very badly written (even if it works) and some features are poorly integrated.
FINAL THOUGHTS :
Even if the game seems a little messy, I learned a lot of things about it. The idea was great but the realization was much more difficult.