Infinity Damage – Lava Statues

I talked about the statues which heal the boss when he is stunned. I don’t want to upload videos about the boss until is finished but I have one about the statues mechanics.

When you have done enough damage to the boss he goes to stun mode and then the lava begins to fall through the pipes to the statue’s bowl. Then a heal beam is generated from the statue to the boss and it’s time to destroy the statue. If you don’t destroy it the lava stop falling and you have to damage boss again.

But if you do enough damage to the statue it will be destroyed and you go to the next boss stage. It’s a sample of the unreal engine powerful features like destructible meshes.

I hope it likes you!


Infinity Damage – Final Boss

Today I’m going to show you the boss of the level. As you saw in previous post the level is all around fire, magma, desert landscape… so the boss should have some visual consistency and is because of that I put him in a kind of castle or cave above a lava river.


The boss has three stages each one with different behaviours. During the first stage the boss walks towards the player and performs a powerful melee attack when is at range. You should shoot to his fire capsule in order to hit him. Probably I will make a short cutscene showing the cave and focus on the capsule and the statues (I will talk about them later) in order to give info about where you have to aim. He has a lot of health so you have to move around and dodge his attacks (be careful, if you fall into lava you will die hehehe).


When the boss has enough damage he enters in a stun mode and you can’t hit him but you are not in the second stage…  There are two statues in the cave who heal the boss when hi is stunned. You have to destroy one of them before the stun mode finish, again be careful because a kamikaze enemy will spawn. If you have destroyed a statue then the boss has full health again but you are in the second stage. In this stage the boss behaviour is similar: melee attack at range but… he can performs a distance attack too. It’s a kind of fire attack on ground.


To go to the third stage the steps are the same, damage the boss and destroy the last statue. In this case, two kamikazes will spawn. I did not said it but if you don’t destroy a statue during the stun time, the boss will restore his health.

In the last stage, the boss goes to a point in the cave and a force field will be generated. Obviously you can’t cross it so you have to find the way to damage the boss. Yes is not easy because while the boss is alive he will shoot powerful projectiles and continuously some kamikaze enemies will be spawned.


I’m still thinking about the way to damage the boss in this stage. I have some ideas about it but nothing definitive.



Downtown: Aventura en el metro

I have been working on a serious game named “Downtown: Aventura en el metro” since the last September. It was my first “commercial” project or I should to say, my first project as professional because the game will be free.

The game is a third person adventure and it has a very clear goal: help Down syndrome children to improve their independence to travel using the subway.


Usually these children just remember their path to school or wherever they have to go but really they don’t understand why get that transfer line or how to get their destination if a line is closed (by train maintenance for example). The way this game try to help is involve them in a mysterious adventure where they have to catch a famous thief named “Malignus”. To do that, the player has to do some missions before go to the final mission and finish the game.

It’s very important to know these persons have a lot of cognitive problems (many of them can’t read) and their reactions are very slow so this game is maybe too easy for a child without this disaease. However there are four difficulty levels each of them controls how many missions they have to clear before final mission, or number of pieces in some puzzle minigames …


About the game itself, is a semi-procedural game. There are few missions but the stations and the places are random each game. We wanted short games in order to they play a lot of different missions and they travel around the subway taking different paths.

There are 3 different mission types: mobility, exploration and logic. With these missions we tried to force them to travel between different stations, explore the station to find something (in order to focus them in some task) and push them to resolve simple challenges as memory games, puzzles, or taking photos.

Before start the game you can customize your avatar and choose the face, hair, clothes… and during the game you will win gems. These gems work as coins and you can use them to buy customes in the shop. There are a lot of them and you can combine different parts, also when you have bought the complete set the character has a special in-game effect or idle animation.


We also wanted to reproduce some events that they can find in the real life like doors broken, subway map lost, travel card doesn’t work, people who distract you from your mission…. and sometimes you will have to ask to subway people to resolve this events.

We were a very small team: 3d Artist, 2D Artist, Game designer/programmer and me, another programmer so I was not in charge on a specific area, I had to do a lot of things like NPC’s behaviour, mechanics for the interactive map, minigames, cutscene editor, graph algorithm to find routes, some events, dialog system…


The game was made using Unity3D game engine and coded in C#.

Probably the game will be released the next May and I hope it really helps to Down Syndrome children to learn, and of course, to have fun.

Finally I want to thank my work mates Marta, Diego and Rodri who was the idea owner and game designer. And of course to Alvaro, the director of CEIEC department where we develop the game and who gave me the opportunity to work in the project.

Game official website


Screenshoot gallery:

Pet Ninja Changer – Ludum Dare 35

I decided to join to Ludum Dare 35 and try to do some useful concept for my first game jam. The theme for this Ludum was Shapeshift. Yes, it was a hard theme and I spent a lot of time just thinking about something cool.

The concept is… there is a plain level with a main color so, at the beginning it maybe confuse but you have the initial skill to highlight some places of this world like this image:


The highligth color match with the ninja’s color. Each one has a special skill to help you in this weird world.  These ninjas are:

  • Yellow Tiger: His skill is the speed. He can run very fast and it will help with some trap/platforms which fall when player is inside.
  • Red Rabbit: This ninja is the only who can jump. As you can see in the previous image, there are zones only that are only available when you have the jump skill
  • Green Rinno: He can broke some special walls. These walls are also green and you have to use the default beaver skill (highlight skill) to see them.
  • Blue Bull: The last skill you need to escape from this world. Bull ninja can attack in order to kill your enemies.


As I said, at the beginning you don’t have any Ninja and you have to find them in different rooms. When you have all the skills you can go to the exit door and finish the game.

Really the game is too short so I wanted to make it hard but probably It’s too much hard hehehe. All the character movements are based in physics so in the case of the Ninja Jumper if your speed is low you jump is also low but if you get some speed the jump would be too big and probably you will die or fall from the blocks (and start again…). Sometimes can be frustrating, I know it.


Similar thing happens with the Ninja Runner, he is very fast and sometimes you are out of control, especially in some parts where you have to run and stop to avoid the traps.

About the control, you can use keyboard + mouse or Gamepad (I tested it with xbox 360 controller). There are few keys: ‘WASD’ to move, ‘Q’ and ‘E’ to swap the different Ninjas you collected and ‘Space’ to perform the current Ninja action. If no ninja is selected (Beaver) the available action will be swap between different colors/ninjas to highlight.


There are another key for enable better graphics (bloom, vignette and sun shafts) that are disabled by default in order to get better performance in WebGL version and is the ‘End’ key.

And that’s all for a weekend. For the next jam I will probably do something more direct, easy to control and understand because people who play jam entries doesn’t want waste time learning how to play or dying all the time hehehe.


Gameplay video (fast motion):