Not My Job
A downloadable game for Windows
Controls
Basics
W
A
S
D
Hold Mouse 1 to grab an object.
Release Mouse 1 to drop an object.
Color Vision Deficiency Compensation Options
Press 2 to activate Deutranopy compensation.
Press 3 to activate Protanopy compensation.
Press 4 to activate Tritanopy compensation.
Press 1 to deactivate color blind mode.
Accessibility
Not My Job supports following color vision deficiency types:
- Deutranopy
- Protanopy
- Tritanopy
Press 2, 3 and 4 respectively to switch between the different types.
Press 1 to return back to normal vision.
Setting
You're working at StorageLabs. Your job is to make sure every package is delivered to the correct department. Failing to keep the storage space free from clutter will cost your job.
Gameplay
You're in a storage room. You are receiving new packages non-stop and need to distribute them to the correct department at your company. If the storage room runs out of space, it's game over.
Story
Coming sometime...
Assets used
I have used pre-made assets from following sources:
- Refined Main Menu by Inflat
- Office Scene by Jaime Perez
- Factory Environment Collection by Dens Rutkovskyi
- WeLoveIndies (Music and SFX assets)
However, I have tried to add my own twist to them by modifying the assets. For example, every asset I took from the Factory Environment Collection has been modified to fit my needs (dynamically change color based on object attributes)
Own Contributions
I have:
- Worked on this game alone
- Come up with the concept by myself
- created all gameplay mechanics from scratch
- created a custom player character with unique abilities
- Ability: grabbing physics bodies
- GameState notifiers: Game over state, slow-motion rampup
- A custom-made basic tutorial. A combination of UMG widgets and
- category-based gameplay framework with appropriate player feedback for each case (success, failure)
- Basic Anti-Cheat measures (show me how you break my game. I wanna know every way)
- level design
- sound design (general spatialization, selection of sounds)
Words of Appreciation
A huge shoutout to Epic Games for providing us with Unreal Engine, a somewhat opinionated but extremely durable, extensible and feature-rich game engine.
Thanks to the Epic Slackers Discord community for their help and support when the official documentation wouldn't go through my head.
I also thank the Epic MegaJam sponsors for their support and encouragement. WeLoveIndies has notably made my work much easier with their excellent library of sound effects.
Thanks to Kumodatsu for playtesting the earliest prototype and giving me early feedback. Check out their games here.
Concepts needed to make a game like this yourself
Here's a short list of concepts and ideas you need to be familiar with in order to build a game like this yourself:
- Unreal's Gameplay Framework (collection of base classes and concepts)
- How to pass gamestate along and let objects observe it (pub/sub principle)
- Casting
- Blueprint components as child actors (not needed but good to know)
- Inheritance in programming. Unreal engine is built on inheritance instead of composition and it'll stay like this for a while.
- How to reference documentation and the Unreal Engine community forums correctly
- How to plan your tasks beforehand
- Know when to stop polishing a feature and instead work on the general feel of the game
Closing Words
Thanks to Itch.io for hosting the jam! <3
If you have any questions about how I've implemented a specific feature in the game or anything else, feel free to comment below and I'll get back to as many questions as I can.
Status | Prototype |
Platforms | Windows |
Author | Zenahr |
Genre | Simulation, Puzzle |
Tags | Casual, First-Person, Management, my-second-gamejam, Physics, Short, Singleplayer, Unreal Engine |
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