Inspiration
Taking as reference a medieval theme full of adventure, magic and challenges.
What it does
The player must collect certain items scattered throughout the area. They can see them, but they cannot take them. The only way to collect all the items is to discover the location of the magic button. This means that if there are two players in the area, the first to discover the button takes all the loot. To do so, they must defeat the bombs blocking their path.
How we built it
The scene was assembled using the previously published world as a reference. New 3D models were basically added without losing the medieval theme presented previously. Certain scripts were then modified using Typescripts to allow all the objects to be collected. Blender was used to create and tweak low-poly models to improve the game's performance on mobile devices. A timer was added to highlight who found the button the fastest and won all the prizes. The player with the best time wins the competition. And if two players enter the world, then whoever finds that button first will win.
Challenges we ran into
Making all the items react to the player pressing the button was a challenge, as the script had to be adjusted. We also had to reduce the number of polygons in the models.
Accomplishments that we're proud of
We were able to create a fresher take on a medieval theme, with a new setting and gameplay mechanics, incorporating more challenges for the player. Basically, Beansblast Bastion is like a hidden object game mechanic where the first player to find the hidden button wins.
What we learned
Add more scripts to the scene. Reduce the polygon count in the meshes. Create a back-face culling effect to show transparent walls and trick the player's vision. Add a timer for the amount of time the player spends.
What's next for Beansblast Bastion
Add new items to discover. Create an inventory system for collecting items. Include new enemies and animations. Add some theme music.
Built With
- blender
- fbx
- typescript
- visual-studio-code



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