Eaternal Hunger is a game made for the Xbox Gamecamp gamejam.
It tackles the theme of "outgrow hunger" while remaining fun and chaotic to play with your friends!
Eaternal Hunger is a local multiplayer co-op extraction game made in 2 and a half days in a team of 8 students.
I was the project lead of the group, focusing on game design and programming / engine implementation.
The game tackles the themes of "Outgrow Hunger" and "Friendslop".
We chose to combine these themes because we wanted to tackle a serious problem in a bit of an absurd way.
You and a friend have to feed your ever growing village using natural resources, as the days progress your village needs grow but the time in which you can gather food remains the same. At a certain point the population outgrows the food income and starves, people always have to eat, you can't win against hunger, just survive as long as possible until it catches you...
For me the work started even before the game jam, I started out by studying past year's winners and their common themes/genres/elements. Alongside determining the best strategy for the group to create the best game we could in a short timeframe.
During the actual game jam we had to choose between 3 themes (Outgrow Hunger, Friendslop, Minesweeper). We ended up combining Outgrow Hunger with friendslop.
While the entire team worked together to create the general idea, it was my job to finetune the details such as balancing the quotas and difficulty.
While a lot of the code was created by our programmer, anything more relating to the engine and game logic was created by me.
The quota system, the camera system, implementation of the animations and characters, map creation and more...
Creating a full game system in 2 days was one of the most stressful "20 minute coding adventures" I've ever had to do, but it was also weirdly fun to block out all these different systems and how they would communicate with each other.
Originally we had planned to have a procedurally generated level every day, but that ended up being out of scope. However I managed to find a workaround that made it seem like a new map by randomizing berry locations and the terrain painting.
One of the biggest issues I faced was the animations, nobody on the team had experience with creating working animations in unity, fortunately for me we were in a room filled with people who make games and I was able to ask for help, and now I am able to create animations in other projects by myself! Asking for help is one of the best ways to learn something new.
Made With:
Daphny Huys (Sound Design)
Nils Hammond (Programming)
Madara Damberga (Art-Animation)
Yulan Wintgen (Art-Environment)
Isabelle van Mierlo (Sound Design)
Aaracia van de Voorde (Art-Characters)
Aaron Devis (Art-Trailer)