|Engine||Unreal Engine 4|
|Role||Game and sound design|
As the game effectively is a 3 vs 1 game we felt the player holding the crown needed an edge. The solution was to implement power-ups that become available only when holding the crown. I created and implemented the power-up used by the wind and fire characters. We thought about implementing a “rock-paper-scissor +1” thing that for example give water advantage over fire but due to time constraints and issues with affordance we decided not to.
To increase the action hazards that worked well with the game of tag gameplay and my contribution to that was the swaying trees! They react when a player collides with a hitbox, promptly falling down on the crossed path, blocking any pursuers!
I implemented the UI elements as I wanted to learn about UX-design and widget-blueprints. I worked closely with a 2D artist to get the visual aspect looking good while also clearly conveying the information.
Every player has their info in their starting corner. The points update for the player holding the crown and the boost and power buttons react depending on availability.
As I was working with the gameplay UI elements I also implemented an FMOD parameter that pitched the music higher the more points all players collectively gathered. This increased the hectic feeling at the end of a game and worked well with the already silly tone of the game. I also wrote the music, recorded voices and created other audio assets.