Towards The Unknown is a turn-base grid-base rogue-lite. You play as an explorer who go in a giant crack looking to get ressources to bring to you village to upgrade it and upgrade you character. You fight mutated beasts, find new equipment, some are stronger, some are weaker, it's up to you to discover it. Be carreful, your inventory is limited and you can't carry everything, make you inventory as tidy as possible. Will you be brave enough to find the first explorer dead in the crack?
You can find it on steam : https://store.steampowered.com/app/2232100/Towards_the_Unknown/
This is a student project, we were working on our personnal time after courses because we didn't have courses to work on that project.
The project has been created in January 2022 and the purpose was to present the game in theCannes Festival International du Jeu (Cannes International Game Festival). So the deadline was mid-February 2023.
This repository will not be updated anymore, I'm no longer part of the team since December, 21th of 2022, after 11 months of work. Crunch and bad managing behaviour forced me to leave the project before the end. I worked as a helper for other student groups that needed help.
As you may see it, it's quite inspired of the Made In Abyss anime which is a really big inspiration for our narrative designer.
The game have a Tetris inventory like Resident Evil, a combat system close to Dofus and an exploration system like the one in The Binding of Isaac.
Some content couldn't be done due to time limit, our ambitions were a bit to high for how long we could work on that project.
The project started with a team of :
- 1 project manager and narrative designer
- 1 scrum master and game designer
- 1 lead dev
- 1 member multi tasking and doing a trailer
In mid-September we recruted some peoples and the team was now composed of 8 peoples and 1 as a helper :
- 1 project manager and narrative designer
- 1 scrum master and game designer
- 1 lead dev
- 1 dev
- 2 3D artists
- 1 level and game designer
- 1 VFX artist
- 1 sound designer as helper
I was the Lead Dev of that project for 11 months on that project, from the first brain-storming to the end (when we deliver the game), the deadline is 13 months, so I've been Lead Dev almost all long.
I've done :
- All the UI
- Inventory system
- Player movement scripts
- Player combat scripts
- Room changing
- Animation scripts
- Fading of players colors and weapon during the attacks animation
- SFX and sound scripts
- Many other things