Skip to content

Marie’s Discovery

atomic mayhem

GAMEPLAY PROGRAMMER, UX / UI
DEVELOPPER

STUDIO : HUNGRY CATS GAMES
RELEASE : IN DEVELOPMENT
PATFORM : PC
TEAM SIZE : + 5
ENGINE : UNITY ENGINE

ATOMIC MAYHEM – DEMO

ABOUT ATOMIC MAYHEM

ATOMIC MAYHEM IS AN ENGAGING TOP-DOWN ROGUE-LITE DECK BUILDER FEATURING DYNAMIC ENVIRONMENTAL PROCEDURAL GENERATION. IMMERSE YOURSELF IN A METICULOUSLY CRAFTED GAMEPLAY EXPERIENCE THAT EMPHASIZES STRATEGIC DECISION-MAKING.

DESIGNING A ROGUE-LITE DECK BUILDER GAME

RESEARCH AND DOCUMENTATION

CORE PROGRAMMING IN C#

BUILDING THE GAME

POLISH AND PLAYTEST

CORE INFORMATION

Overall Functionality
Dynamically generates and updates a grid of tiles around the player as they move.
Ensures the environment matches the selected biome and spawns appropriate formations.
Sends specific events based on the biome once per session.
Manages the instantiation and destruction of tiles to optimize performance and memory usage.

Specific Functionality
Biomes uses an array of BiomeDescription objects, representing different biomes as ScriptableObjects.
LevelDescription : Used as a ScriptableObject to facilitate creation and management of procedural tiles using Unity’s scriptableObjects.
FormationSpawner : Handles procedural spawning of formations and environment objects within a defined radius around a player or another central point. It includes collision detection to prevent overlapping objects and supports both random and deterministic spawning based on a seed.

Input Actions and Speed Variables:
InputActionReference variables are used to reference input actions from the Unity Input System.
Prefab References:
ForcefieldPrefab and vaccumPrefab are GameObject prefabs used for instantiating force fields and vacuum effects.
ElectronPrefab and LayerPrefab are prefabs used for creating electron and layer objects dynamically.
Behaviors and Events:
AtomBehaviour is an ObservableCollection that holds instances of different behavior classes, which implement specific actions.
Events are used to communicate changes or additions related to electrons and atom state.
Methods for Movement and Abilities:
Move() calculates and applies movement based on input and current state (sprinting, dashing).
ApplyBoost() modifies movement based on boosts.
GetSpeed() computes the current speed based on sprinting state.
Environment and Skill Effects:
Methods like Boost(), UseUltimate(), EmitForceField(), and EmitVacuum() handle environment effects and special abilities triggered by player actions.
Atom Layout and Management:
UpdateAtomeLayout() and related methods update the visual and functional layout of the atom, including layers of electrons and their interactions.

CameraPathTool
Customization of path visuals using within the Unity’s Editor Gizmos.
Looping Behaviour in case we needed looping or one shots.
Target following.
CameraDistance
Updates the camera’s Y-position based on the provided distance parameter.
Sets the y position of the camera’s transform to the given distance, leaving the x and z positions unchanged.
ChromaticAberation
Applies a chromatic aberration effect with a specified intensity.
Searches for a PostProcessVolume component in the children of the GameObject.

For this project, one of my enhancement strategies would be to start with the Game Design. Our initial game design document was poor, which slowed down the development pipeline and frequently left us uncertain about the direction to take.

One of the challenges I faced while developing Atomic Mayhem was creating reusable and flexible code that my teammates could easily adapt and modify. Additionally, assisting with the procedural spawner was a new challenging experience for me.

During the development of Mole Royal, I utilized Git for version control. Git was instrumental in managing the project’s codebasetracking changes, and maintaining an history of all modifications. This version control system enabled me to:

Branch: Experiment with new features and ideas in isolated branches without affecting the main codebase.

Backup and Restore: Ensure the project was safely backed up and could be restored to any previous state if needed.

RESPONSABILITIES

RESEARCH

Atomic Mayhem began as a project during the ETS Montreal Game Jam and evolved into a compelling rogue-lite deck builder. We then searched for reference titles such as Dead Cells and Vampire Survivor.

CORE

During the development of Atomic Mayhem, I spearheaded the creation of core game features including Atom movements, spawning mechanics, abilities, and levels.

CREATING A FUN EXPERIENCE

During my time with the team, I learned to code collaboratively, emphasizing reusable and easily readable code. This approach streamlined the development of systems and features, ultimately resulting in a superior product.

POLISH AND FINAL PRODUCT

The team had playtests every Friday to identify areas needing more polish, even though the game hasn’t been released yet. So far, we’ve created an enjoyable experience.

“With a fair understanding of the development pipelines in Unity and Unreal Engine. My practical experience showcases a keen understanding of the game development process.
Additionally, I have successfully navigated projects using engines like GameMaker, demonstrating versatility and fearlessness in embracing new challenges. “

LD.LEAROSEGAGNON@GMAIL.COM

QUEBEC, CANADA

“Marie’s Discovery,” is a thrilling RogueLite adventure where your ultimate objective is to craft ingenious combinations to unlock the secrets of undiscovered atoms. Embark on a scientific journey as you strategically create and refine unique builds, pushing the boundaries of chemistry to unravel the mysteries of the atomic realm.

Gameplay Mechanics

“Explore the intricate gameplay mechanics of our innovative title, where the core challenge revolves around crafting intricate builds that can reach up to 8 layers. As you ascend through these layers, your movements become progressively slower, adding a strategic layer to your decision-making. The complexity of combinations intensifies with each layer, demanding a heightened level of skill and creativity.

Whether you prefer the precision of a keyboard or the fluidity of a controller, our game offers a seamless experience on both platforms. Adapt your playstyle, refine your strategies, and navigate the dynamic landscape of multi-layered builds.

Menu

“Dive deep into the rich progression system of our game, where a plethora of grades, a comprehensive codex, and a deck of intriguing cards to collect await your exploration. Unlock a spectrum of grades to enhance your abilities and customize your gameplay experience. Each grade attained is a testament to your mastery and progression in the game.

Immerse yourself in the lore and intricacies of the game world through a detailed codex, offering insights into the atoms, builds, and challenges you encounter.

Teamwork

Participating in the 2023 Montreal GameJam was a transformative experience, where I not only honed my skills but also learned the invaluable art of working under pressure. Amidst the exhilarating atmosphere of competition against other talented teams, I embraced the challenge, pushing my creative boundaries to new heights.

Get In Touch

“With a fair understanding of the development pipelines in Unity and Unreal Engine. My practical experience showcases a keen understanding of the game development process. Additionally, I have successfully navigated projects using engines like GameMaker, demonstrating versatility and fearlessness in embracing new challenges. “

Gmail : ld.learosegagnon@gmail.com