Mythifood Adventures
Fight and collect mythical food in a coop adventure
Adventure out into the world of Mythifoods,
defeat and collect the various creates from out in
the world to complete tasty recipes.
Work together and complete the task
with your trusty pot companion.
Use your abilities to gain an advantage and stay on top!
The Game
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The game was made in 10 weeks, 2 of which are polish. It was made with a team of 5 people: 2 programmers and 3 artists.
It was made as a group project at Digital Arts and Entertainment. With the target platform being the switch, although this was a stretch goal and a port has not yet been achieved.
The idea of the game is that you and a friend can hop into the world to explore and discover the creatures that live in it. You are chefs and have to complete recipes of your choice. To do that you need to collect the creatures, which are mythical versions of their real-world counterparts. A focus is put on teamplay as the players can dish out extra strong attacks when they are attached to each other.
Click the button on the right to go to the game's page on 'itch.io' and experience it for yourself.
Post processing
I made some post processing materials to make the game clearer. And to give valuable info to the players.
X-ray
This effect makes players and creatures visible through other objects using a custom depth pass. It colors the mask grey, which replaces the original colour on the render target.
Outlines
The defeated enemies spoil as they are ingredients, to show the player how spoilt they are I made an outline that dynamically changes colour based on said value. The colour shifts from green to red. This method also uses a custom depth pass but also samples the pixels surrounding the one being calculated.
Water shader
A nice water shader was needed to make the scenes feels more alive. It needed to be cartoony and vibrant as well.
Edges
So I made a shader that has borders on all the edges where the water meets the ground. And I made it move slightly by multiplying a noise texture with it.
Depth fade
Objects further away behind the water surface get blended away. This creates a nice transition below water.
Refraction and Normals
2 normal maps are panned across the surface making it seem like the flat plane has movement going on. This this into the refraction, as Fresnel is used to determine how much refraction should occur. As well as the distance from the edge of the water.
Emissive "reflections"
On the top of the water surface there are these very "reflective" spots. That make the water seem very clean and sparkly. This is done with 2 noise textures, panning them along. Multiplying and then masking parts that aren't bright enough. Finally multiplying by a large number (to make them sparkle) and marking those spots for emissiveness.
If you are particularly interested here are code snippets from the game.
Note for transparency sake this project was made together with another programmer
so there was of course some overlap in who made what, but these files where primarily my work.
The other programmer was Eloy de Cort.