Game Writer & Narrative Designer
Cosmoctopus
Roles
Designer, Programmer
Team
Solo
Time
8 weeks
Tools Used
Unity, Adobe Illustrator
Genre:
2D Top-Down Roguelike
Cosmoctopus was a solo project for a university assignment the requirement of which was to create a game using procedural generation and/or randomization.
Cosmoctopus is a 2D adventure rogue-like game where you play as a space octopus named Squib and roam around outer space trying to collect heart pieces of the Loved One who’s been lost. The environment is procedurally generated and once you die it’s all reset. So, in every playthrough the positions of all the objects are different. The player has to keep track of their H2O level, which acts as their life bar and drains with time, plus simultaneously avoid asteroids and black holes. The key gameplay revolves around skillfully maneuvering around obstacles and trying to live long enough to reach the end goal.
My Contributions
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Designed the mechanics
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Wrote the story
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Used procedural generation and animation for the first time
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Created some of the assets using Adobe Illustrator
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Researched procedural generation and the various algorithms that come with it in order to find the one that best suited my concept
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Programmed the entirety of the game
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Used self-organizational methods to reach my goals and maintain scope
Process
For the procedural generation, I used Poisson distribution to generate all the game objects. Each type of object had different weights set to it, so there's a much higher chance of encountering asteroids as opposed to hearts, for example.
Squib's tentacles were created using procedural animation.
The following is the whole plot of Cosmoctopus. What's written in text would be conveyed through imagery only by presenting the player with short comic strips at the beginning and end of the game.