A downloadable game

Controls:

City: WASD/Arrow keys to move, Space to interact, M to leave a message.

Parkour: Left/Right arrows to move Left/Right, Space to jump/perform vertical wall runs, E to interact, M to leave a message. It's possible to jump from one wall to another to perform another vertical wall run.

Press Esc to quit.

Dive into the electric darkness of Neo-Circuit, a cyberpunk city gripped by digital chaos. Step into the shoes of Max, a courier navigating the twists and turns of this futuristic metropolis, blending urban exploration with thrilling challenges. At every corner, figures await—bright silhouettes in the darkness of cyberspace. They whisper promises of glory and wealth, but at a cost. With every accepted contract, Max is transported to another reality—a parkour scene where the challenge becomes tangible.

We envisioned a game combining Zelda-like exploration and platforming with a cyberpunk vibe, blending exploration and challenges. To achieve this, we chose a tileset matching the desired theme and built the city based on our vision. For the characters, we used the Universal LPC Spritesheets Generator to create various designs, favoring vibrant colors to stay true to the cyberpunk atmosphere.

We use a MySQL database with a table containing five columns: ID, Message, X, Y, and Level, to store our data. When these data points are called by Unity through URLs executing PHP scripts, they are transmitted as a character string with separators, always in the same order (using "||" for rows and "&" for data) in the C# code. We then use C#'s split() function to divide these strings into chunks, allowing us to retrieve the desired data from the substrings. When data is sent, it uses a GET method, meaning the data is added to the URL of the called script.

For the messaging system, we implemented a process where the user can select elements from a predefined list. Once the player makes their choices, these elements are transformed into a unique character string. This string, along with the player's X and Y coordinates and the active scene, is sent via URL to our database. This approach enables efficient management of message data.

For this project, we assigned tasks to better organize and track the necessary steps for its completion. The work was divided into two main parts:

City and level design, character and sound design, handled by Hicham MOGNE-MALI.

Side-view parkour scene creation, including character design and coding, managed by Antoine MANGANE.

Regarding sound design, Hicham used tracks from Pixabay and combined them with his beatboxing recordings to create a cohesive soundtrack.

Download

Download
Mise en route a Minuit.zip 33 MB

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