SpaceChef
Conquer the final frontier with nothing but your grandma's recipe book and your trusty spatula! Space Chef is a 2D open-world action adventure where you'll get to explore alien planets, harvest exotic ingredients, and cook cosmic cuisine.
Official WebsiteI accumulated extensive experience and knowledge through my involvement in this project, where I had the opportunity to contribute to a diverse range of features. Collaborating closely with a multidisciplinary team, including both programmers and artists, allowed me to enhance my skills and contribute effectively to the project's success.
The project is still in development, so the images provided below does not represent the final state of the project.
Some features I worked on :
- I majored in the creature/AI system, and was able to create diverse behaviours for the vast list of creatures present
- I worked extensively on the player character, on features like :
- Customization
- Item Equipping : like weapons, clothes, other types of items
- Pathfinding
- I worked on the base building system
- I also contributed to the NPC system
- I also contributed to the space exploration system :
- I built a custom space grid spawner that handles how loot is spawned and distributed in space.
- I also incorporated Vectrosity into the map to help showcase the orbit lines of the planets and give the players a visual cue of a planet's path.
- I worked on some UI elements
- I built some useful tools which helped with the flow of development :
- I worked on an editor tool which is a CSV importer that helped with the work flow outside of Unity. It takes necessary information from the CSV file online and updates the items in the project, just with the click of a button.
- I also worked on a QA Tool, that helps with faster QA testing and feature testing of the project.
- Local Multiplayer
- I worked on a spawner system for various types of items that needs to spawned, like the creatures, plants, loots, etc.
- I contributed to the save system for various systems that needed to be saved
- I worked on various bug fixes
- I also document features and systems on Milanote
This shows some of the creatures present.
This shows the customization system working with Spine skins.
This a part of the equipping system.
Incorporated AstarPathfinding into helping the players move by holding the mouse button and dragging in an intended direction.
I built a custom grid system which served as the foundation for the system.
The base building is a carefully built system which tries to give the players as much freedom as possible with the building, but also makes sure to keep the players in check.
The system makes sure not to allow creation of inaccessible areas, by integrating the flood fill algorithm and other important checks.
I built a system for random NPCs to populate a scene and move around based on the selected mode. An example is the node system shown below.
Random NPCs can also be found in interiors like the restaurant.
This shows the orbit lines on the map.
An example is the main menu which is called Gastropedia.
I contributed to the local multiplayer system. Although the system has a limitation which is, all players can only exist in a single scene at once, that is, they would all need to move together to visit a new location.
The limitation above brought about me working on an experimental feature to allow players to move in and out of locations themselves without waiting for the other players.