Taurus
Design, Programming
Team size: 4
Team size: 4
Taurus was my first game for the Texas Aggie Game Developer's club. This project won "Best Design" in the jam competition. To fit the prompt of "losing to win", you play as a human sacrifice in the Minotaur's labyrinth. The first person to find the Minotaur and sacrifice themselves wins. Each player is equipped with a spear that they can throw at other players, or plant in the wall to block other people from passing through.
This project was done on a shortened schedule (2 months), and all 3 of my team members were new to Unreal Engine. Because of this, the main goal of this project was to help teach my group members how to use the engine. For this game, I did almost all of the programming and design. |
Taurus is built off of 4 very simple mechanics that work together to force the player to make interesting decisions.
These mechanics bounce off of each other and lead to plenty of interesting gameplay decisions:
The level designs are built to increase the frequency of these kinds of decisions. There is an even mix of long passageways (good for throwing spears) and tight corners (good for blocking paths). The map geometry funnels players towards taking the same paths to make sure that they can't just ignore each other and run after the Minotaur.
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