Theophile Alsac    gameplay developer

Second-year student in Game Design & Programming at Isart Digital Paris, I am currently looking for an internship for the period from May to August. Contact Linkedin.

Ruche Happy Culture

Project realized in connection with my studies, the objective was to recreate the video game Rush, with an additional tablet version. I chose the bee as the main theme and created the entire world based on this idea.

I managed my project so that my blocks have the same style and functionality. This aimed to reduce bugs or at least minimize them to the same location, regardless of which block I am working on.

The code is designed to minimize dependencies on action blocks, and they are always called in the same way. This method makes it easy to add new action blocks to the game.

Each time my bee touches a block that contains an action characterized by the IInitialiseAction interface, the IInitialiseAction.ClassInitAction function is called. After that, I check if the next position doesn't trigger a game over. If this step passes, I call the IInitialiseAction.ClassActionCalling function, and the process repeats.

I designed the other parts of the code, outside of the actions, to minimize any surprises. I maximized the generation and placement of objects through code. This helps avoid mistakes like forgetting to add elements, calls, or placements, ensuring the code guarantees that everything is present

The UI updates automatically based on the player's current state. It is made up of three distinct UIs. The first one appears when the game starts.

The Play button launches the introductory cinematic up to level 1. The Asset button displays the game's assets, which can be viewed in the Asset section. The other button allows you to skip the intro and go directly to the level selected.

After the introduction, you arrive at the previous screen. In the top right, you can see three objects. These were generated by code, consisting of camera render textures and an object that allows movement in the correct direction for the object inside the UI. The dynamic generation allows you to adjust the number of elements in this menu as needed. When changing levels, these elements are destroyed, and new ones for the next level are generated. In this menu you can change level place tiles and play the resolution of the level.

This menu is activated when you click on pause. From there, you can return to the reflection phase (where you place tiles), resume (continue the execution of the resolution), or leave the game.

All My assets was created with Blender.

My game universe is based on a French joke: 'rush' is similar to 'ruche,' which means 'hive' in French. Therefore, I chose bees as the theme. The next image inspired me to create assets.

Alveole 1

Alveole 1: Inspired by the color of royal jelly.

Alveole 1

Alveole 2: Inspired by the colors.

Bee Minecraft

Bees: Inspired by Minecraft bees.

Tree

Tree: The design was inspired by this tree.

Bee Birth

Bee Birth 1: The spawning process was inspired by the real birth of bees.

Minecraft Hive

Hive: Inspired by the color scheme of the blocks in Minecraft.