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Bubble Cult

Game Jam 2025
Project Overview

Bubble Cult is a group project I made in collaboration with two other friends as part of the 2025 Global Game Jam. The game is an underwater city builder that also includes rogue-like elements, which allow the user to collect more resources for their city. 

My Contributions

​For the Project, I partly worked on the back-end code used for managing the grid system and entirely created the resource management system, which I then improved upon after the Game Jam had finished. Furthermore, I also worked on the main controls for the city building section, including the movement and zooming features.

Overview of work completed after initial project  Completion

Grid System
For part of the Game Jam, I worked on the foundation of the grid system that would be used to place the buildings. As part of my participation in this section, I worked on the methods used for generating the grid and the features used to change the elements in the grid. This feature would then later be taken over by another group member so that I could work on the resource management system.

Resource Management System
The reason the management system was responsible for tracking the number of buildings on a level, the number of resources the player has and whether the player is allowed to place a new building. For the resource management system, I created a structure-based system that was inspired by Unreal Engine's data tables. The system overall allowed a designer to create a new
building using empty game objects with the building data script attached to the object.

Originally, the manager would keep track of these game objects with the use of an array that the user would have to set up.  However, I was not happy with the ease of use of this system. Therefore, I later improved upon it, adding two new features. First was converting the array to a hash map system to improve the search time of the data, overall improving the optimisation of the system. Further, I implemented a system that automates the process of assigning the game object to the has map by pulling the child objects that contain the data and updating the has map automatically.

 

Main resource manager.png

The System used for updating the total resources using a overloaded operator on a struct class. 

The System used for automatically assigning the Building data to the has map.

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