In Plié d'avance you play either as a pyjama or as a steam iron thrown in the ironing pit. Who will survive ?

This project is a two player chase game done during the Godfather / Godmother 2024 game Jam.
It's the result of four days work by a team of eight people :
- 3 game programmers
- 2 game designers
- 2 game artists
- 1 project manager

You want to try Plié d'avance ?
My Contribution
For this project, I took the role of Lead gameplay programmer, handling the technical direction of the game while implementing some of the core gameplay mecanics, game feel elements and juiciness.
Steam Iron behavior

I made the Steam Iron's behavior. This include its movements using mouse sweeping.
I also added an acceleration and deceleration system to smooth its moving off and give inertia to the rotation. In order to speed the process, I used a RigidBody2D that I customized to respect these rules.
Lave Line

In parallel with Steam Iron's behavior, I did the lava line mecanic.
Since the line follows the Iron Steam and can kill the second player, I needed to handle all the positions of the line.
I decided to use a line renderer that I customized in order to add and remove points easily while calculating collision. I added customizable parameters to control the size of the line and the precision of the collision detection.

Game feel & Juiciness

I added some game feel and juiciness elements. For exemple I added camera shakes and a customizable jump effect for the public.
Furthermore, I created an easy to use system to smooth UI animations and add transitions that the other programmers and designers worked with.
Game Loop

I made the game loop system which includes win / lose, scene handling and the game timer.
In order to make these systems easy to understand I needed to be clear in my organization by adding easy to use events, while being quick in this setup in order to focus on other mecanics.
Audio System

I finally added an quick and easy to use audio system.
It allowed the game designers to quickly add their sounds while mixing the in game volume and controlling the randomness of some sounds.
For this I used the Audio Mixer system of Unity and a lot of Scriptable Objects to gather all sound's data.

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