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MEDIEVAL

DESCRIPTION

MeDIEval is an entry to the GMTK Game Jam 2022 under the theme of 'Roll of the Dice'.

You are a warrior defending your kingdom using the power of the shapeshifting dice. Everytime you roll the dice to defend, attack, and more it changes into a different dice type (so six sided to eight sided for example). Manipulate the dice pool it can transform it to defend the kingdom.

ROLE

System Design

- Dice component

- Upgrades

- Support in implementations

SFX - Implemented audio assets

SKILLS LEARNED

- UE5 and blueprint components.

- UI to visualize an entire game.

- Pitch shifting audio.

YEAR

2022

PLATFORM

PC 

Team Size

5

GENRE

Strategy

Game Page

Dice Component

 

Since the game was going to revolve around both the player and the enemy rolling dice, I made sure to create a strong component that we could use on everything that rolls dice. These first 3 functionst that you can see in the picture below are used to roll and shape shift the dice. Shape shifting in this scenario means that the dice changes dice type (so from a six sided dice to an eight sided dice for example). The functions also return plenty of information because it would need to be used in the UI to show what you have rolled and with what dice.

DiceComponent1.png

 

I created another 3 functions for the purpose of upgrading the dice's pool of available dice to shape shift into. The functions are about adding dice to the pool or removing them. Either 1 dice type at a time or all of a single dice type. These are only used in the upgrade menu after each combat.

DiceComponent1.png

 

The image below shows how the shape shifting dice knew what dice were still in the pool. This array gets manipulated by the functions and altered so when you shape shift the die it will only use one of those values. Enemies can therefore also be adjusted in their base value to have different dice which we used to adjust difficulty of enemy encounters.

DiceComponent2.png

Upgrades

 

The upgrade widget would select 3 random upgrade options every time it was created (so after every combat). If one of these options was to remove a dice it would first check if the player still had that dice type and if not it would choose a different option. Below you can also see the logic used to add and remove dice in the upgrade menu. It uses values from the determined upgrade to update the player's dice component.

DiceUpgrade1.png

SFX

 

I did not create any of the individual audio assets (as I do not have any past experience in creating audio assets, nor any equipment to record it properly). However I did find fitting audio and added logic in the audio cue's to stop repetitiveness. I mainly do this by adding a random pitch shift to the audio so it will sound slightly deeper or higher every time you hear it. This way even the same sound can stay fresh after hearing it multiple times in a row. The audio below is a showcase of how a slash sound effect gets changed every time it gets played.

SlashPitch
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