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UNA NOCHE EN EL REINA SOFIA
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UNA NOCHE EN EL REINA SOFIA

Miguel Angel Mendi Acevedo
by MrMiguelico on 17 Dec 2023

A videogame for a Jam with a theme about myths and legends of the community of Madrid.

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UNA NOCHE EN EL REINA SOFIA

This game was born for the Madrid Crea Game Jam. It is about the urban legends of the city and in our case it is based on the ghosts of tuberculosis

What it is about

In the game we are a boy on his way to the Reina Sofia and he falls asleep on the bus. When he wakes up he finds himself in the middle of the museum and has to find his way out.

The game

Once we are inside the game we must look for the combination of numbers that open the exit door in order to escape. While we are looking for the ghost will go around the map looking for us to trap us in the dream forever.

The Mechanics

The lantern 

This will be the main mechanism that will allow us to know where we are going. Most of the environment will be dimly lit and we have to manage the battery so that we have it charged when we really need it. If the battery is completely depleted, it will be temporarily deactivated until it has a minimum charge. Whenever we do not use it, it will start to recover energy.

Leaning out

When we are not sure if the path is safe we can lean over to see what is there without putting ourselves in danger and at the same time we will be able to see a little further. This mechanic is especially helpful when it comes to seeing where the ghost is without it being able to see us.

Code in the paintings

The map is divided into 5 zones with 4 museum zones and 1 main zone. In these 4 zones marked by colours we will find a random number in one of the squares, which is also random. We must find the combination in the correct order and write it on the monitors to be able to open the door and escape.

THE GHOST

Our main problem in escaping will be the ghost that roams the museum looking for us. It will emit a green aura as it passes by and will make more intense noises the closer it gets to us, as well as emitting a louder noise once it finds us.

He will be watching all over the museum without stopping and once he finds us, we must lose sight of him for several seconds for him to return to his path.

MY WORK ON THE PROYECT

My job was to be the programmer of the mechanics, the ghost and the set up of the scene. This entailed movement, looming, torch, sounds and ambience.

Camera

Camera movement and panning uses cinemachine together with own code.

Lighting

The illumination of the pictures and ambience is a sum of the lenses games with the main camera and the illumination system that unity brings together with modifications to the Skybox.

Numbers in the paintings

This is done by means of a number generator that generates 4 numbers and joins them together to create a combination as a password. Once this is established, it divides the numbers in each of the zones and then assigns them randomly to one of the squares in the zone. At the same time it is linked to the numbers of the monitors which, when put in order, unlocks the exit.

The Ghost

The ghost is the most complex piece of the game requiring 3 main systems such as radio vision by which it detects if it can see the player by means of a raycast if it is inside the game, a system of nodes that establish routes through which it must pass and go on patrol and lastly, a system of nodes that establish routes through which it must pass and go on patrol.

For movement,  I use the A* Pathfinding navigation instead of the original Unity navigation. Credits: https://arongranberg.com/astar/

All this is managed through a script that communicates with everyone to establish where it should go or if it should chase the player.

Mentions

2D art, HUD and animation Sara Toledo Sanchez
Modeling and Scenario Pablo Garcia Corral



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