Sands of the Hourglass

In this mesmerizing 3D top-down game prototype, players embody a brave Viking on a captivating adventure through stunning pixelated landscapes, encountering challenges, intriguing characters, and hidden secrets. With skillful combat and choices that shape their destiny, players forge a legendary tale in this visually captivating world, leaving an unforgettable mark on the Viking's legacy.

Everything one can see in this project was made by me, except the 3D models and animations.

Sands of the Hourglass One challenge was to engage with the player right from the beginning. This was achieved with a stunning menu. With the power of inverse kinematics, I managed to make the head of the player's model to follow the mouse. Also I added some Post Processing attributes such as depth of field to make the menu pop even more.
For the player's and animals behaviours I reused my Finite State Machine class (see both classes below). I created separated States for each entity and new conditions to change in between them. In addition I created a specific pure C# class (non Monobehaviour class) to handle animations and each state will decide what animation to play. This helps making the transitions by code. Below there is how an Animator controller looks. Sands of the Hourglass
  • Base State Machine
                                  
                                  
                                
                                  
                                  
                                
                
                
              
                
                
              
                
                
              
Sands of the Hourglass