Vice of An Alchemist
About
The project made by my midterm team Alchemist Anonymous
LINK TO GAME
ROLES
UI programmer, Gameplay programmer, and Publishing build to simmer.io the website.
What I worked on
Game Play
- Pausing the game
- Trigger to update the current objective
- pickups
- Doors that required keys of matching color to open.
- Spikes that damaged the player
- A pool of lava at the bottom of the map that killed the player if they touched it.
UI
- Pause menu
- Display on HUD to show picked-up keys
- The base of the main menu which was further improved by Marcus Johnson
- mini-map which can be turned on and off in the pause menu.
- UI display for interactives.
Journal menu system
- Map page showed the entire map, key locations, and player
- The objectives page displayed the current objective
- The inventory page showed picked-up items, an image, and description
- Lore page to display the info of pages hidden around the level
- Enemy page that displayed info about enemies
SCREENSHOTS
Minimap, Objective Trigger, and key inventory UI
Map Page
Objectives Page
inventory Page
Post Mortem
This was a really nice project to work on since I got to put all the things I had been learning on my own time to use and work on new things that I had not done before. It was nice to see my past experiences with UI pay off.
Something that I would have done differently is to try and fill in the item's info and the enemy info since a team member wasn't able to get around to filling in the info they wanted to in it. Not having the items filled properly made it feel like the journal didn't display its full potential even though it had achieved all its functionality.
Something else I would have liked is a simpler map layout so people playing the game would get the chance to see all the things everyone worked on easier because it sometimes times difficult to reach some areas of the map.







