2025-02-04 23:16:27

Elemental Arena - Game Jam Studio M 2024


Fourth Game Jam in Béziers as part of the Studio M 2024 Game Jam | Itch : https://isatix.itch.io/elemental-arena



Elemental Arena - Game Jam Studio M 2024

April 25th 2024 at 10:00 AM and April 26th 2024 at 6:00 PM by Studio M in Cime Art at Béziers
This is an exclusive Game Jam bringing together all the schools affiliated to Studio M.

Like every year, our school takes part in this Game Jam by putting together a team of randomly selected students.
Not only does this Game Jam encourage competition between students and schools, it also stimulates relationship-building between students.

We already took part last year, and the name of our game is : Timepod Express

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My role at this Game JamWe are a small team made up of :

Game Dev
Maxime Sanchez <-------
Alexandre Gomez 

Game Design
David DESPLANQUE

Game Art
Léonie Claude
Laura Pley
Axel Marchal

Concept Art
Yuline BARDY
Benjamin Faure

As a game developer, my responsibility at this Game Jam is to design the entire game system, as well as the main mechanics that govern the player experience.

Alexandre Gomez contributed to the optimization of all the game's weaponry, focusing on bonuses, controller UI accessibility, and bonus and arsenal interfaces.

However, it also meant solving numerous bugs and rebalancing weapons in collaboration with David Desplanque.

Elemental Arena

Elemental Arena is a local party game where you use the elements at your disposal to defeat other players by knocking them into the void.
This project was carried out as part of the Game Jam Studio M 2024, where the theme was “the elements”, and lasted 36 hours.

Link of the Game : Elemental Arena

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What motivated you to create this game as part of the game jam?

The theme defined by Game Jam Studio M leads us to explore “the elements”. This means integrating the four elements - Water, Fire, Wind and Earth - into game design.

It's essential to think carefully and avoid easy themes, such as creating a game inspired by Avatar The Last Airbender, or designing overly simplistic games that include basic elements.

As a result, we opted for a game that would be accessible, suitable for a wide range of players and offer a pleasantly playful aspect.

We therefore decided to develop a dynamic game limited to four participants, where the aim is to eject competitors from the map using your arms or taking advantage of bonuses that may arise during the game.

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Based on an idea from the 2024 Global Game Jam.

During our recent participation in the Global Game Jam 2024, we integrated physical animations for player movement.
Here's a brief overview of what's involved.

Unreal Engine's Physical Animation Component simulates realistic physical interactions on animated characters by linking animations with physical constraints. This creates an effect where an animated skeleton can react dynamically to external forces, such as collisions or impacts, combining the precision of animation with the flexibility of physics. In concrete terms, it allows a character's bones to behave as if they were connected by flexible “springs”, while remaining attached to the basic animation movement.

So we've integrated this feature into the character.


In the previous video, we explored various game mechanics, including a basic movement mechanic. In particular, we found that players can push each other. However, when two players get too close to each other, they push each other in opposite directions.

How do we steer the player in a specific direction ?

This is a fairly fundamental concept. We'll show you how to adjust the player's position using a height override, which will raise him slightly to minimize the impact of ground friction.

We systematically take into account the basic force associated with the player's expulsion in our calculations, to avoid any risk of null results.

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Earlier, I mentioned that when contact occurs between the two players, they repel each other.

The application of this force is based on a very simple and fundamental calculation.

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Each player has the option of pushing their opponents, allowing them to choose whether to use their physical strength or a bonus. This means that a player can always perform a push, even if he's holding an object in his hand.

We've developed a basic function that allows the player to detect the presence of another player in front of them, as well as the ability to push them away. In the event of detection, an interface is sent to inform the targeted player.

The function is invoked via an Animation Montage key, ensuring that the animation is synchronized with the player's push mechanics.

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- Benjaminfaure, LeonieC, Maxime66410, YulineBARDY, and daviddesplanque0 Like

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