
Main Responsibilities
- Enemies & AI. I worked on implementing prefabs for drag-and-drop enemy spawn points, aggro mechanics, attacks, navigation using Unity's NavMesh, dynamic spawn timers, and more.
- User Interface. Added UI for interactable world objects, HUD for controller tutorial, player health and upgrades.
- Interactables. Anything considered static which the player might interact with - potions, upgrades, lootboxes and weapons. The interaction system is featured during one of the game's more intense beats, and is used to change the layout of the world based on a quest object pickup event.
- Accessibility. Prototyped a breadcrumb trail system inspired by God of War Ragnarök. Ultimately, the team decided on a different set of features designed to guide the player towards victory, and the prototype was scratched.
Awards
- Best Debut Game - Futuregames Awards
Accessible Combat System
One of the team's biggest focus area was how to make the gameplay mechanics feel accessible. This video features mainly the auto-aim system, a system which automatically moves the player's aim towards the enemy if within a certain a view distance. The damage indication system is also noticable, giving the player an indication of the fact that they are being hurt, and from which direction the damage is coming from.
- Auto-aim system to help players with motor impairments
- Projectiles can be upgraded to home in on enemies
- Damage overlay to indicate from which direction an attack is coming from
Accessibility Features
As part of Somnium's ambition to deliver an as accessible game as possible, we implemented a set of accessibility features such as adjustable brightness, an adjustable pixel filter, as well as toggles for screen shake and camera bob. This video features the adjustable pixel filter, which is designed to help players with visual impairments to better distinguish between different objects in the world. As part of our development process, we reached out to people with color blindness in the hopes of getting more accurate data to guide us in our development.
- Adjustable pixel-filter
- Adjustable brightness
- On/off screen shake toggle
- On/off camera-bob toggle