Here is where I learned what it's like to work on a project by following a production process. As a team, we learned how to efficiently work together, how to organize and divide tasks, how to set up milestones, etc... I worked on this project with 2 incredible other programmers and 3 incredible artists. This was for all of us the first time we created a full game from scratch in a team.
In Shrimpact, your goal is to push you opponent of the floating arena by punching them. There is a giant Clam on the arena that shoots out exploding pearls. You can use these pearls to your advantage by throwing them at your opponent.
If the pearls explode on the arena, parts of it will start to break off, causing the arena to rise even more. This will make it easier for the fishermen to catch you!
Punch, throw and dash all you can in this chaotic battle!
When you dash, the movement subtly fades in and out as bell curve to simulate the feeling of pushing through water.
There was an issue where you would get stuck behind certain obstacles. We wanted the dash mechanic to feel like your escape option, so I made sure that the shrimp would dash over obstacles based on the surface normals.
I implemented aim assist based on Simple Aim Assist for throwing the pearls. This was needed because the perspective of the game made aiming difficult. Making the throwing of pearl easier felt more in line with the pace of the game.
I also bound most of the particles to the corresponding actions.
The arena has a slight up and down movement.
The sky color changes as the arena rises to simulate more light coming through.
I was responsible for all the pearl & Clam behavior (except animations). The Clam shoots out exploding pearls. To indicate an incoming explosion, they gradually change color and start to flicker at the end.
When able to pick up a pearl, an icon appears facing the camera.
When the pearl is in 'thrown' state, the opponent can try to reflect the pearl if they time their punch right.
When the arena rises too close to the surface, fishermen will try to catch you! Hooks dropping down are indicated by a particle effect on the arena.
When caught on a hook, you can spam a button to free yourself before you get yanked up. The number of neseccary button presses is randomly generated between a reasonable margin.
Tuur Bellers (Dev)
Xander De Moor (Art)
Margo Desmet (Art)
Briana Marinescu (Art)
Arthur Tirez (Dev)
Jelle Adyns (Dev)