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Mythe

School

2020

C#

Unity

About

Mythe is a school project of mine where we had to create a game that had to do with a mythe of choice. We chose to create our game based on the story of the underground world of Edinburgh. During this period everone with the black plage was put in a cave and the story goes that a little girl named Annie is still wandering the cave systems to this day.
Our game is about burning away all the plage monsters in the cave as a plage doctor.

Info

  • Duration: 6 weeks
  • Language: C#
  • Tools: Unity

Proces

As a player, you can fight monsters in a randomly generated cave system, and your mission is to burn away all the plague-infested creatures in the cave rooms. Our goal for the project was to create a creepy atmosphere for the environment, monsters, and sounds to immerse the player in the emotions real plague doctors might have felt while treating patients during the Black Plague.
We chose monsters as the enemies instead of humans because we agreed that monsters would enhance the feeling of fear we wanted to create and would be more ethical to 'burn.'

The game involves moving through a randomly generated dungeon and defending yourself against attacking enemies. We designed two types of monsters: a smaller, faster one that deals less damage and a larger one with more hetype="image/png" alth that attacks more slowly.

We realized that randomly generating the levels limited us to square rooms and required regenerating the same level each time. Designing a map tailored to "The Underground World of Edinburgh" would have been more beneficial.

As this was my second major project, I had the opportunity to learn how to generate a random dungeon and gained valuable experience in teamwork, including managing, planning, and using Git. I also enjoyed working on various gameplay systems, such as movement, attacking, triggering animations, and more.

Contribution

My responsibility for this project was to create all the gameplay systems (because I was the only developer on the team). These systems consisted of the player movement, camera movement, controlling animations, interacting with doors, attacking functionality, AI using Unity's NavMesh and creating a random generated dungeon.
I was also responsible for managing the team, our planning, our Github repository and to help write the project documentation.