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Showing posts from February, 2018

Adventure Game

For this assignment, we were tasked with kit-bashing basic assets with the focus on functionality and figuring out more advanced mechanics of blueprint scripting; while also teaching newer players how to play "our" individual games. I made sure to play test my game with several students on campus, adjusting my game accordingly and the results, I believe, made for a good ramp in difficulty for my level, introducing concepts individually but rapidly enough that they are not seen as boring. The ending is not quite finished as of yet, as the "end boss" is reserved for a later assignment, however, I plan on it being a "two-part" boss fight that translates into a separate arena-esc fight.

More adventure ideas

Some quick roughs to explore how my enemies will attack, move, etc. Along with showing some game objects like keycards.

Pre-Pro Adventure Game

Below are a series of rough sketches along with inspirational/referential imagery for weapons, enemies, and the hero. I have also included several ideas of mine about the various aspects of the game, including the basis of the story, though I expect the concepts and the imagery to change vastly as the process evolves. ⁃——Genre: Dark fantasy  ——- Color scheme: Dark crimson red, Dark Purples/blues, Possibly use Yellows or bright greens to indicate important stuff..? ⁃—-Basic Story: You are a Demon Hunter hired to clear out foul-spawn from the ⁃—-Main Character: Name Ideas: Dyspero, Scar, Gwain, Carver, Waylon, Masson                     HP: 10                    Size: 1x1 Abilities: 1. (Possibly, might be over powered if not handled correctly) Dual Dueling Daggers: Fast, low damage, single target weapons that stab as quick as you can button mash and keep you mobile. Unfortunately, very close range, so you’ll have to pay attention to when the enemy are