bad-chilli-peppers

team-09

gameplay direct link

Story Cutscenes

The story idea was generated by all members of our team. Rough sketches were generated, and then final drawings were done by a member of our team. We used the FreeType text library to integrate our story scenes. The total number of scenes or 9 (4 with images and text, 5 with just text)

Game Balance

The game levels were generated by members of our team, and excessively tested to ensure that each game was playable. We had peers play test our game to ensure each level was playable and enjoyable, but also had componenets of difficulty. This included balancing number of enemies, number of ingredients, game timer and obstacle placement.

Basic Asset Integration

We created assets and integrated them into the game. All of our assets are interactable, they are either the player/enemy component or the ingredient component.

3D Dynamic Lighting

Player is the light source Uses normal maps to calculate light intensity based on direction Different normal maps per block allows for different lighting conditions for different levels. Enemies and ingredients are only visible if within a certain radius of the player or of any fire blocks No lighting effects are visible if limited visibility is disabled

Camera Interpolation

Camera keeps player in center of screen (majority of the time) Camera does not go past map boundaries Results in player not in center of screen when player is close to map boundary

Audio

Implemented background music for main screen, tutorial, playing screen and story screen. Implemented sound effects for entity interactions including player-enemy collisions and player-ingredient collisions. Sound effects for player death and level pass

Sprite Creation

We used generative AI for inspiration of our enemy sprite visuals. Rather than generating designs, we provided descriptions of gameplay mechanics and thematic scenery, then asked for creative ideas. For example, we described an enemy’s capabilities along with the theme of our game being chilli peppers, burning, fire, smoke etc., and were inspired to draw our own enemy sprites. The assets generated using generative AI are the meals in each recipe card (Salad, Pasta, Fruit Salad, Steak, Sundae, Cake). However, each recipe card was put together by members of our team.

Additionally, the following assets were all generated by members of our team:

Publically accessed textures

The following textures were sourced from open-source libraries or publicly available resources. The background texture sprites were from: -RottingPixels, -Uma Alma (Dungeon Kingdom Essentials), -FOX (Cave Tileset), -Kenney Urban Pack (City floor texture), -Polar_34 (City block texture) -O_LOBSTER (Garden level textures) The fire sprites were from: devkidd

Required Elements: Key-frame/State Interpolation

State interpolation was implemented in two areas: player movement and the powerup fragment shader.

Player Movement

Details

Powerup

Advanced Features

Particle System (Instanced Rendering)

A* Pathfinding (Advanced AI)