Aton's Portfolio

Project Image

://42

Start Date: May 2023

Project Length: 2 months

Team Size: 4 members

My Role: Game designer

Used Tools: Unity and C+

Synopsis: In the distant future of 2025, humanity has fled Earth after the sun's rapid expansion made the planet uninhabitable. However, a dire threat looms: the sun's increasing gravity is pulling Earth into its core. If consumed, the resulting solar flare would annihilate humanity’s remaining colonies across the solar system. To avert this catastrophe, Nando://42, the 42nd robot in a series of failed missions, is deployed to Earth. His task: detonate the planet’s core, breaking it into fragments that will safely disperse across the sun’s surface, preventing the deadly flare. Players guide Nando through the remnants of Earth, starting from the surface, descending through an abandoned laboratory, and ultimately reaching the planet’s molten core. The game’s narrative branches into three possible endings:

Good Ending: Nando secures both the activation key and sufficient energy to complete the mission, surviving the explosion and saving humanity.

Neutral Ending: Nando successfully destroys Earth but sacrifices himself in the process.

Bad Ending: Nando fails to acquire the key, leading to Earth’s consumption by the sun and the extinction of humanity.

Description:This project marked my second experience with programming beyond simple lines of code, but the first ever time I was creating a 3D game. Initially, I faced challenges adapting to the new software and understanding my assigned tasks. However, my genuine interest in building the game's foundational structure motivated me to learn and expand my skills. The main theme for the game creation was Isometric views and puzzles. The primary difficulties I encountered stemmed from team dynamics. While I was eager to advance the project, some teammates lacked the same level of engagement. This led to delays, as I had to revisit and complete tasks that required their input, such as programming the turrets to function correctly and ensuring the main character's animations were properly integrated. Despite these setbacks, my favorite aspect of the game is its multiple endings. I’ve always been captivated by games where player choices shape the outcome, a love that began when I played Undertale. This project allowed me to explore that concept, making the endings the highlight of my work. In the end, the puzzle aspect of the game turned out a bit underdeveloped due to time constraints. However, I now have a clearer understanding of what needs to be done to improve it. If I revisit the project in the future, I’ll know exactly how to refine and enhance the puzzle mechanics to make them more engaging and polished.

Gameplay and Endings

In Game ScreenShots

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