Medieval Madness
Setting
You're a wizard with the power of conjuration. Requests from the townfolk come in over time and you need to bring the right elements in your area to the altar before you can conjure up the product.
Instructions
There are 5 elements: Wood, Salt, Sugar, Iron, Gold
Requests are shown at the bottom and come in over time. Bring the elements to the altar in the right order and your conjuration will earn you points.
You have until the timer runs out to earn as many points as possible.
You can play the scripted levels to grasp the mechanics, and the randomized levels for more replayability.
Multiplayer and Controller support
Controllers won't work in the menus, but during a round, multiple players can join - it's more fun for sure! Just tap a button on whatever device is connected.
There are no on-screen controls for touch devices.
Context
Originally an idea for the 2024 GMTK gamejam, the "scaling up" is supposed to come from the basic crafting system
Inspired by overcooked, but without many elements of fun, I wanted to create/test out a starter project in Unity 6 using the latest techniques I've learnt:
- UI Toolkit integration using MVC and data binding
- Loading logic via scenes instead of prefabs (uses additive loading with groups, and Eflatun's Scene references)
- Inter-scene communication and improved standardization of events via an event bus, using C# actions for GameObject-and-children scoped scripts, and moving away from Unity events and heavier interface usage.
- Local multiplayer via the PlayerInput component, and swapping action maps based on context
- Stats via the moderator pattern
I ran out of steam before it got fun enough, and it wasn't very original either, so I dropped it as just a demo of the base functionality :)
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