One in a Krillion
Gameplay Programmer
Unity - 9 Person Team - Hack 'n Slash Action - Aug 2023 to Apr 2024
Overview
In this hack 'n slash action game, take control of King Krilliam and his massive swarm of krill followers in order to fight an entire army of hostile predators. Krilliam's followers can be used to form powerful Krill Constructs in the middle of battle, ranging from giant swords to powerful hammers and more!
My primary contributions to this project include:
Creating four player combat abilities
Assisting in the development of the project's core combat mechanics
Working on various prototypes for gameplay HUD elements.
Not only did I participate in the development of this project from start to finish, but I was responsible for putting forth the original idea that would blossom into this wonderful game. My development team, named Beverly Krills, consisted of:
1 general software engineer
1 artist
1 gameplay/UX designer
5 other hybrid programmer/designer developers
Play it for yourself on Steam!!! One in a Krillion - Steam
Play it for yourself through DigiPen Game Gallery!!! One in a Krillion - DigiPen Game Gallery
Player Abilities
The player character's set of powerful, resource-limited special abilities are known as Krill Constructs. Requiring bars of Krill Meter to summon and use, each construct fulfills a unique purpose within King Krilliam's overall combat gameplan.
Krilliam has access to different constructs depending on which combat style he has active. Swarm Mode grants access to wide-reaching crowd control abilities while Solo Mode has maneuvers that enhance its more single-target high-damage playstyle.
Although the rough idea of these constructs was outlined in my initial pitch for the project, the final product came from contributions from many team members. At the start of the project, three construct ideas were used as abilities for both combat styles: the Cannon, the Hammer, and the Hookshot. It was my responsibility to implement these designs in C# script and control the finer aspects of how they functioned and felt to use.
Despite initial success in my work, playtesting feedback revealed that the project's combat wasn't as enjoyable for players as we had hoped. To remedy these concerns, my team and I resolved to make substantial changes, adding three more construct abilities to give the Swarm and Solo modes each greater identities. These changes also included notable reworks to the existing abilities. This initiative proved successful, and the game received much more favorable commentary by the time development was finished.
Cannon
Initially, this construct was designed to fire a single powerful cannonball shot. Theoretically, this would combat the ranged Archerfish enemy and temporarily prevent flanking close-quarters enemies from attacking the player.
However, playtesting revealed that the ability's low damage and small size made it hard to justify using within a melee-focused combat toolset, especially considering its slow windup period. To remedy this, the ability's functionality and purpose were altered. I created a version of the cannon that fires a burst of three cannonballs straight into the air, eventually causing a delayed area-of-effect barrage. In this iteration, the cannon is used as a tool to keep nearby enemies from attacking and maximize total outgoing damage-per-second.
Hammer
In all iterations, this construct acts as a substantially damaging heavy attack, offset by its slow windup and limited range of effect. This attack also causes most enemies to become immediately stunned, allowing for the player to momentarily follow up with a flurry of additional attacks without retribution.
The final version of the hammer didn’t change too much from its earlier counterpart. However, in playtesting, we realized that the need for rapid and evasive movement during combat made the ability hard to aim. One of my peers on the project had already overcome a similar problem by creating an automatic lock-on rotation system for the player’s basic attacks. By working with him to adapt said logic to the Hammer, using the ability became much more consistent and satisfying.
Hookshot
This construct allows the player to pull themselves to an enemy’s position and damage them on arrival. Initially, the hookshot was meant to mitigate the slower movement speed of Swarm Mode. However, once the project direction shifted, it was moved to be an exclusive tool of Solo Mode, for it was more effective at emphasizing the combat style's fantasy of being extremely mobile.
The process of creating the ideal control scheme for this ability was a persistent matter of trial and error. The hookshot was initially designed to automatically select a target. However, we wanted users to have more deliberate control over the ability. I added the logic for players to manually select a target if they held down the ability's command.
My initial implementation forced the player to awkwardly toggle between targets in an arbitrary list. After considering this design's issues, especially with a gamepad control scheme, I quickly worked on creating an improved version. The new system allows the player to directly aim their joystick or mouse towards a target, locking them in-place to prevent movement from interfering. A visual indicator above the currently designated target was also added to make this interaction clearer.
Shield
The shield was the single new construct added to the Swarm Mode's ability kit after the project's combat direction shifted, taking the place of Hookshot. (Another one of my peers took on the responsibility of developing the other two new constructs.)
In its earliest version, the shield construct was meant to be a "bubble-shield" defensive tool one could utilize to further play into the Swarm Mode's defensive nature. However, since Swarm Mode already granted the player temporary defenses, the shield had little practical usefulness.
The final iteration of the construct was designed to fill a wholly unique niche while retaining a similar theme. The new shield offers the same protection as before but now releases a damaging sword counterattack on release, with the damage of the strike ramping up based on the amount of damage blocked. This new offensive capability not only added an enticing incentive to use the construct but also proved to be a particularly strong tool against hard-hitting enemies like the Shark and Swordfish.
Combat Mechanics
In addition to health, other key resources used by King Krilliam include:
Krill Meter, the resource used to summon Constructs
Passive Shield, a recharging single hit of damage-nullifying armor active while in Swarm Mode
Overkrill, an invaluable source of energy that grants temporary invulnerability and automatic Krill Meter regeneration once collected and spent.
Similar to the Krill Constructs, major design decisions regarding player resources were made by my team's creative lead, but I was in charge of implementing them into C# script. Through this work, I determined what specific technical and design elements would be needed to complete these features.
Krill Meter and Passive Shield
In addition to being a resource for summoning constructs, Krill Meter initially acted as an additional health supply for the player while in Swarm Mode. However, since playtesters often stated that this mechanic didn’t synergize well with gameplay in Swarm Mode, the interaction was removed. I further explored the concept of Swarm Mode having some means of additional protection by implementing the Passive Shield mechanic.
I assisted with the UI implementations of these systems, adding occasional aesthetic improvements, bug fixes, and new minor features throughout the project's lifecycle.
Combo Meter and Overkrill
Inspired by features common to the character-action genre, I successfully pitched the idea to add a combo score meter to the project. In its first form, the combo meter directly effected combat gameplay. Upon reaching the maximum combo rank, named Overkrill, the player would enter a temporary frenzy with enhanced combat benefits. Afterwards, the player's combo would be completely reset.
We received feedback that this mechanic was too cumbersome and ineffective in standard play. Because of this, the concept of Overkrill was detached from the combo system and implemented as a standalone "rage-like" resource. In this updated version, Overkrill would generate progress that didn't deteriorate over time, allowing the player to freely activate it once fully built up by directly engaging in combat. This created a more standardized rhythm between traditional and overpowered combat that added significantly to the overall game experience. The combo system, in this revised form, became an arbitrary performance metric and source of flavor for the project.
I was partially responsible for implementing and maintaining the UI element functionality for both the combo system and Overkrill system. I created the initial prototype of the combo meter; my team eventually replaced this with a more aesthetically appealing and functionally stable counterpart.