Eucrasia - Game Design

Game design elements for Eucrasia are highlighted on this page. Feel free to look through the design proposal below to get a feel for this project and its design aims. The prototype, and the game systems built for it, are outlined in subsequent videos, with supporting documentation following them.

Gameplay

A playthrough of the prototype can be viewed in this video, where the player explores the game world and progresses through the narrative choosing mainly Sanguine dialogue options.

Health, Humours, Enemies, and the systems they interact with

The Health and Humour systems were key developments for this project, which directly interacted with the enemy spawn rates and behaviour. This video illustrates how the health, humour, and enemy systems all interact, as well as some of the details of the enemy design motivations.

These systems were written by myself in C#, with enemies modelled in Maya and textured in Substance Painter (Choler), generated using Unities particle system (Melancholy and Pituitary), and obtained from a third party (Sanguine). Design proposals for the four enemies can be downloaded below. All sound effects were open source, with some minor mixing conducted by myself directly in Unity.

Timestamps in the video description.

Animation Controler

Animations were drawn from two third party animation sets, the the model rigged through Mixamo. I developed animation layers and an animation controller to allow for blending between animations smoothly even when the player is completing multiple actions at once such as attacking and running.

The Player controller is covered in this video, which was a C# script written by myself for the project.

Camera and Dialogue systems

This video gives an outline of the Camera system in game, as well as the dialogue system and their interaction. The player can interact with some game objects using this system and this is demonstrated.

The dialogue system in this game was built from scratch using C# scripts written by myself. The Camera was developed using Cinemachine.

Documentation

Here you can download the Game Design Proposal document at the top of this page, as well as my dissertation written in conjunction with this project. This dissertation outlines in detail the design motivations and process.

Narrative

The story for this project was intended to give the player room to explore the themes of death, disease, and isolation raised in the design. This goes beyond the scope of the prototype, which features a condensed version of act one. Several dialogues were mapped out for the prototype which were intended to give insight into the personalities of the NPCs the player interacts with. These would be expanded upon to produce questlines and inform the player of the full story in-game.