

Save the Dungeon is a project that aims not only to raise awareness about pollution, but also to offer moments of reflection and small technical insights that highlight the importance of technology and research in building a sustainable future.
The core concept is to encourage players to reflect on a series of themes not solely through narrative, but primarily through gameplay that is thematically linked to the real-world condition of planet Earth today..
WE HIGHLY RECOMMEND TAKING A LOOK AT THE ENCYCLOPAEDIA IN THE HUB'S PAUSE MENU.

The team
What you are about to play is the prototype of the tutorial and first level. The full development vision is to create a Solarpunk Darkest Dungeon with a simplified management system, but with a twist: the weight of the player's choices.
To this end, we developed the "Pollutant Skills" mechanic — powerful but polluting abilities that, despite offering great short-term benefits, come with significant long-term consequences.
A Pokémon-style types combination system for attacks (with obviously far fewer combinations) is only partially implemented: it works, but it isn't explicited. However it's really intuitive: a mechanical engineer will be more effective than a veterinarian at fixing an exhaust pipe; and so on.
To ensure the prototype experience is fully playable and understandable, we opted for easier balancing.
We apologize in advance for any bugs. We’ve done our best to develop a meaningful idea that goes beyond the usual narrative-driven experiences. We want players to grasp the importance of these themes through a deep gameplay system where choices carry real weight
In this project we are 14 people we work for one week on this project, here you can find the link to play it. We use these programs for the development: ​
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G-suite
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Unity
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Click-up
Combat Design
Combat
The combat system is based on typing for attacks and enemies, damages, health points and speed priority:
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Each attack has an assigned type with its specific interactions with other types
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Each enemy has an assigned type with its specific interactions with other types
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Each playable character is neutral type
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Each character has a related type which determines the attacks’ type he can learn
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All characters can learn neutral type attacks
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After selecting an attack, players have to choose the target (single target attacks) an confirm it (AoE attacks)
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Each combat is set in a static combat map which automatically loads up when interacting with an interest point in the dungeon or when a random encounter happens
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Characters and enemies are both arranged in a line in the combat map. YouTube Reference
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The action’s priority is based on the speed value (fastest to slowest)
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Each character can attack only once per turn
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Players can spend a character’s turn to heal it using a potion by clicking on the related icon
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Players have 3 usable potions for the whole dungeon which are signed at the bottom left of the screen
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A character is considered defeated when his health bar reaches 0 points
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Each attack can deal damages, heal, buff, debuff, inflict status or combinations of these
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Each playable characters have a pollutant attacks which is very powerful, but leads to negative effects over the long term
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Each enemy has an eco-points value which players gain after defeating them
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At the end of a fight a reward is awarded to the player (eco-point or potion see Economy and balance)
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When playable character is dead is lost forever
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When all characters die, players go back to the hub
The logic behind any combat is expressed in the Combat System Document at the Combat Flow sheet.
Types interaction is expressed in the Combat System Document at the Types interactions sheet.
UX/Ui
To make a good JRPG we have to make a lot of UX to test see if fit the game and then change what is not good.
We decided to study a lot from others famous jrpg's.



These are all the UX that I've made and then port it to the game.
For the porting I work side by side with the art department. The art department send me the pieces and I create the UI on unity.


VFX
These are some of the effect that i made in the course of this jam. I use the unity particle system and create all the materials for the effects.






