DigiPen Institute of Technology (2023-2024)

One In A Krillion

One In A Krillion is a top-down action game. The player takes the role of King Krilliam, leading his swarm of krill followers to take on a variety of other oceanic creatures to prove his role as the one true king.

Overview

One In A Krillion is the project I worked on for my senior game class. The game is built utilizing the Unity game engine. The project was worked on for 8 months. I worked as a programmer and producer for this project. On the programming side, I focused on AI and Gameplay programming.

Skills

  • Unity C#: Since this project was made in the Unity engine, the game scripted in C#.
  • AI Programming: I implemented the underlying behavior trees which the enemies use. For encounters, I developed a system which allows encounters to dynamically adjust which enemy is attacking the player at a given time.
  • Gameplay Programming: Programmed some of the player's special attacks, the "Krill-Nado" and the "Krizzors". Implemented hitbox/hurtbox interface system. Added a knockdown system to stun enemies after players perform combos on them.
  • Tools Programming: Created a behavior tree editor in engine to allow simpler editing and behavior tree managment.
  • Task Delegation: As the producer, I worked with to team establish priority tasks to complete the game and worked with the other leads to hand out the tasks to other team members.

Team

This project had a team of 9 team members. There were 7 programmers, 1 game designer, and 1 part-time artist.

Lessons

  • Adapting the Process: During this project, there were a lot difficulties in maintaing solid schedules for the team. As such, I ended up adapting Scrum's Sprint Review, Planning, and Retrospective to be shorter while still maintaining the sense of a goal and direction for the tasks at hand.
  • Developing Engaging Enemies: I also took the role of combat designer during this project. I ended up doing a lot of research into what behaviors and organization of enemies make for interesting and engaging encounters. This allowed me to design the Enemy AI to not only fight the player, but to control the curves that the enemies engage with the player, preventing the player from being overwhelmed or bored.

Demo and Downloads

Play now on DigiPen Game Gallery!

Coming soon to Steam!