Hoard Havoc
Solo Project
ROLE
Solo Developer
GENRE
Party Platformer
DESCRIPTION
Play with up to six players -local or online- in fast paced
combat. Fly around fighting over high damage quarters
to slay your opponents in a variety of game modes.
YEAR
February 2024 - Current
TEAM SIZE
1
ENGINE
Unity

Customization

Dynamic Customization
Customization is an important part of this game, I wanted it to be easy to customize your dragon in any
way you could imagine. In order to achieve this, I built the players off of simple sprite sheets to allow for easy
access of creation.
These sprite sheets have a material applied to them that allow palettes to be applied to them changing their colors. Premade palettes can be selected or new palettes can be created through a menu.
Skins are composed of two parts, the colors and the outlines. This is not required but is meant to prevent some of the issues that arise with how Unity handles images as well as how the material changes the colors of the skins. When the game is opened, it looks at specific folders and builds information based off of the images within. The game divides the sprite sheet into parts and creates buttons to equip the specific skin as well as pairing their colors and outlines. Skins can be created for body skins, weapon skins, and hats.
Creating skins is meant to be easy to start but allow for complexion to really do whatever you would like. Text files can be created alongside the skins to give them more custom info like changing where the gravity affected tassel is (Ex. The jaw of the skull). Hats can have extra frames based on their width allowing for animated hats.


Colors and outlines (Added white background for visibility)
What I Would Do Differently
Multiplayer
Originally, I made this game for a game jam very quickly but continued to work on it, I knew I wanted it to be online multiplayer but I waited about 4 months to start this process. This was my first time doing multiplayer so it was very difficult to implement into my preexisting code so I ended up restarting. I had a lot of code and art I could reuse but it still took time to redo parts of my code and slowly reimplement every part of the game. In the future I would start this process much earlier.
