ROOT WARS

TRAILER

This is a little demo, developed by 9 people in 48hrs for the Florida Universitària GGJ.

Joy, frenzy and fast-pace: these three words established the foundations of our project. We wanted something fresh and funny that we could enjoy developing.

It was difficult to create a game with the theme given: roots. That term could vary from mathematical roots to even tree roots. 

The ideas started with a tree looking for settling down while it had to escape from an evil lumberjack or a speedrunner… until we came up with “Root Wars”

Our game consists of two players conquering squares. The first player is a plant, called Root, which conquers the land by  growing little plants and grass. However Rocky, a raccoon, conquers squares by throwing rubbish and polluting trees.

During this event, as a programmer with my partner Pablo, we had the chance to include the ideas that we discussed with the team. The main challenges we dealt with were making the characters skills and the orbs functionality.

If you want to know more or play it, you can visit my portfolio and the page on the Global Game jam website. 

We are now developing a bigger version, you can check it out on the social media.

GAMEPLAY

Arantxa Ortega Rey – 3D Artist/Texture Artist/Set Dressing
Desirée Navarrete Granero – Programmer.
Lydia Picazo Marín – Concept Artist/ 2D Artist.
Vicente Moscardó Ribes – 3D Artist/Rigger/3D Animator.
Ismael Moreno Lucena – 3D Artist/Texture Artist/Post Producer.
Pablo Pozo Escalona – Programmer.
Ramón Vidal Satorres – 3D Artist/Texture Artist/Set Dressing.
Anna Satorres Cardona – UI Designer/Music Research.
Sara Corberá Tomás – 3D Artist/Texture Artist/Set Dressing.

MADNESS DELIVERY SERVICE

TRAILER

This is my latest project, Madness Delivery Service. A random order generator, with a score system. 

Delivery, points, get and drop mechanic

By taking the objects and putting them in the dish, try to deliver the highest number of orders in the shortest time possible.

Trash mechanic

If you get the wrong order or you’re running out of time to deliver it, you can empty the dish and fill it again with the correct object.

Dishes mechanic

Depending on the level complexity there is a determined number of dishes. When you deliver an order, the dish respawns in the purple spot after 5sec.

Collision control

I’ve developed it with collision lists, controlling the objects that collide with the player by name.
For the most curious, how the project’s code works:

All mechanics are made with Unity physics, using rigidbody. Depending on the order’s countdown when you deliver it, you’ll win 0pts, 50pts or 100pts. I made it with a distinct random range of numbers for each order’s block, so the UI doesn’t disappear at the same time. The orders are made with lists and random numbers. A new order spawns 5sec after you deliver it or 2sec after it’s countdown ends. The UI’s orders relocate for the new orders. 

When gameplay time exceeds 30s, the orders appear 2sec after delivery. Only one object can be put on the table. If it’s put on the dish, either floor or table, when taking it later, take the dish and the object together to be able to deliver it. It can be delivered only if it’s on the dish. I control that with bools, what’s triggered with, and if the player has a child, filtering by the name of the item that the player hold.

DAEMON

TRAILER

The game genre is a platforming action/adventure game, with Hack and Slash mechanics. The player’s avatar is a young boy with hellish powers named Eden. His objective is to get out of hell by running, jumping, and fighting against the other demons. The camera is in third person mode on a high angle by points.

During the gameplay the skills are unlocked in a rune spots. When the player enters in the spot, it actives the mechanic for knowing how it works.

He will have five skills: double jump, demon vision, double jump and attack, normal and double attack to fight against the other demons spawn. 

Unlocking the double jump

Demon vision

This is the most important mechanic, because is indispensable for the gameplay. 

GAMEPLAY

Develop in three months with: 3D and 2D character and props artist Miguel Bueno, 3D character and animator artist Sarah Saleh, programmer Vicente Moscardó, environment artist Juan Antonio Muñoz and Juan Carlos Carrasco, Fernando Verduch with the music and me, VFX, shaders, mechanics and UI programmer.

NOT A TOY STORY

Global Game Jam 2020 with “Repair’s” theme.This is a little demo, developed by 8 persons in 48hrs for the Floridareplay GGJ. We arrived at “patch” word, a toy that it was abandoned for its owner in the basement, because it’s broken. It has an eye missing. Our protagonist, called Jimmy, starts inside a carton box in the basement, and the objective will be to obtain its lost eye ahead of its stuffing ends.The mechanics consist of moving the boxes for completing the way, and activate the vision of the lost eye for locate it.

Programmers: Carlos Rodrigo, Damià Martinez and me.

Animators: Alejandro Santos and Arantxa Ortega.

3D Artists: Arantxa Ortega, César Ferri, Alejandro Santos, Rafa Vega and Adrián Alabarta.

SPACESHIP’S 2D

Spaceship’s 2D video game with a meteorite shooting, point counter and lives.

We develop this minigame to a talk in Florida Universitària to encourage the students of Programming to do games.

Programmers: Adrián Pérez González and me.

2D Artist: Miguel Ángel Bueno.

SCAPE ROOM VR

This project is a VR coop scape room game with puzzles to get out. Player one uses a VR system and the second player takes use of a manual to help him without seeing VR. They can only communicate by talking.

The minigame story is about a psycho that locks your partner in a room with the lights off, the player 1 is listening to the psyco all the time, relating him what is happening and a few clues to scape.

The first puzzle is about turning the lights on. At the begining there is an electrical panel box, with a red light on the top. With your partner help, you have to move the circuit breakers in the right position to continue.

After turning the lights on, it’s the moment to search the room and look for clues to scape.

In the nightstand there is a key that opens the closet.

Inside the closet there is a strongbox with two kind of codes.

In the room there are a lot of clues to open the strongbox. It has two codes, the first is a numerical and the second is a color.

Behind the painting there is a morse code drawn in the wall, player 1 has to translate it with the player’s 2 help to introduce it in the first code. And to decipher the color code: a red number one drawn in the painting, a yellow number two in the pillow, in the desktop there is a blue cube with a three and a green four drawn in the wall. If the two codes are right, the door opens.

When the strongbox opens, player 1 will find a bomb to desactivate with the player’s 2 and manual help.

The bomb has four modules with a counter. If the player fails, the bomb explodes. Each module is independent and it can be solved in any order, but the player’s 2 help in necessary because some modules depend on the others.

When the player 1 resolves a module, a led will light up. The bomb will be deactivated when all the leds are on.

Programmers: Alejandro Santos and me. 

3D Artists: Arantxa Ortega, Alejandro Santos, José Martínez Gallego and Sara Corberá Tomás.

Psycho and storyteller’s voice: Miguel Tarín.