Skip to main content

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.

Comments

Popular posts from this blog

Megaman X Tutorial Level Analysis

Megaman X Tutorial Level Analysis Jarod Reizian Frank Anyone whose played a Megaman game before knows how well structured and paced the games are, showing small conflicts and minor threats prior to combining them in crazy scenarios to keep things interesting; while simultaneously testing the player’s ability. In classic Megaman fashion the level layout is designed to introduce small obstacles in controlled environments prior to combining threats in challenging manors. You start out in a flat zone with no enemies, allowing you to push buttons and run around on your own. The first flying enemies you encounter are not only slow, but start their attacks nearly off screen from you, giving you plenty of time to see that not only is stage destruction possible, (their attacks crush bits of the floor out) but also that certain enemies are only able to be hit while jumping. And the two mini-bosses crash down and take you to a chasm environment in which you cant get out using just running ...

Boss ideas for adventure ideas

Above is the concept that I ended up going with. A giant Archdemon with fire attacks, massive strength, and wings.  1. Archdemon (Page 1) -General Idea/Theme: Giant monster  -Visual Feedback: Roaring, the environment being destroyed,           After you damage his hands enough, he will be knocked momentarily down to your level so you can wail on his head and "actually" damage him.  -Movement Around the Space: mostly the giant, nearly screen sized enemy smashing down onto the player -Attacks:     1: Fist Smash: Heavy damage dealing AOE attack with growing shadows to show where they are going to land.     2: Flame Breath: Patterns of DOT flames. (Different colored flames will be different patterns)     3: Portals: Open up dark demonic portals in order to spawn in random enemies. Stepping on the portals will slow players but not damage them. -Three Stages:     1: Fight on the...

Rough Paper Map- Clone Conundrum

Rough Paper Map Jarod Reizian Frank Basic Story: --------------------------Idea 1: Clone Conundrum Story: You are a clone, trying to escape a facility where other clones are produced. Throughout the level you will use your basic platforming skills to traverse a facility trying to contain you and your brothers while making decisions on whether or not to help rescue others or simply help yourself. Learning objectives: A lot of game design fundamentals, teaching the player a little at a time and then ramping up the difficulty by combining threats. Trying to reach a teaching style similar to Megaman X, instead of with cut scenes or text. I also want to create a super difficult, but optional, boss at the end for the players to face. (But again, it won’t be difficult cause its anything necessarily new, just everything they have learned thus far) Ending: (You standing on a cliff looking out alongside 3 clones) Having escaped the facility, overthrown the br...