Game Development:

Justin Averill Prasetya / 0355048

Theme: Medieval type Platformer

Concept: Medieval like DnD or Skyrim but corrupted with a lot of toxin

Game Reference:

Hollow Knight:

Synopsis: The Radiance was essentially an old god, referred to as the Old Light, who created the moth tribe and potentially all of bugkind. However, under the Radiance, bugs were something of a hivemind, reduced to their base instincts. It seems to consider the Void its ancient enemy and has the power to manifest in the dreams of bugs.

Then came the Wyrm, another ancient being, who died at the Kingdom's Edge and reincarnated as the Pale King. He built Hollownest and became a new beacon of light, supplanting the Radiance and expanding the minds of all bugs under his influence. To rule as the only god, he tried to get rid of the Radiance, but it could not simply be forgotten.

So the Pale King drew upon the powers of the Void, experimenting to create a perfect hollow vessel to seal the Radiance away. After a long and arduous process, he created the Hollow Knight, who he deemed the perfect vessel, and convinced three powerful bugs to become Dreamers and act as a seal. So now the Radiance was contained within the Hollow Knight, whow as further imprisoned in the Black Egg and sealed by the power of the Dreamers.

Still, the Radiance managed to leak out over time. It appeared to bugs in their dreams, and its presence manifested as the orange infection that you can see everywhere around Hallownest, robbing bugs of their expanded minds and reducing them to husks. Now it's the job of your character, another vessel who was presumably deemed a failure, to take up the mantle of Hollow Knight and replace him as a vessel to seal the Radiance, but first the failing seals have to be undone by destroying the Dreamers, and the old Hollow Knight slain.

Several Point i want to apply in my game:

Shovel Knight:

Synopsis:

Shovel Knight is a 2D side-scrolling platformer game that combines elements of classic action-adventure games with modern gameplay mechanics. The game follows the journey of the titular character, Shovel Knight, a gallant knight armed with a trusty shovel on a quest to rescue his beloved partner, Shield Knight, and defeat the evil Enchantress and her Order of No Quarter.

The gameplay of Shovel Knight is reminiscent of classic NES games, featuring tight platforming challenges, unique level designs, and a variety of enemies and bosses to overcome. Players navigate through different themed stages, each with its own set of obstacles and enemies, using the shovel both as a weapon and a tool for digging through dirt and finding hidden treasures.

Throughout the game, players can acquire new abilities and upgrades, such as magic spells and armor enhancements, by collecting treasure and defeating bosses. These abilities enhance gameplay and open up new paths in previously explored levels, encouraging exploration and replayability.

Shovel Knight's charming retro-inspired graphics, catchy music, and engaging gameplay received widespread acclaim from both players and critics, making it a beloved title in the indie gaming scene.

Several Point i want to apply in my game:

Dan The Man

Synopsis:

Dan The Man is a retro-style action platformer game that pays homage to classic side-scrolling beat 'em up games. The game revolves around the adventures of Dan, a heroic character armed with martial arts skills and various weapons, as he battles through waves of enemies to save his village from evil forces.

In Dan The Man, players control Dan as he navigates through a series of levels filled with enemies, traps, and obstacles. The gameplay combines fast-paced combat with platforming elements, allowing players to perform combos, use special attacks, and unleash powerful moves to defeat foes.

As players progress through the game, they can unlock new abilities, weapons, and upgrades to enhance Dan's combat prowess and survivability. The game features a variety of enemy types, including henchmen, robots, and powerful bosses, each requiring different strategies to defeat.

Beyond its action-packed gameplay, Dan The Man also incorporates humorous storytelling and colorful pixel art graphics that capture the essence of classic arcade games. The game's blend of challenging gameplay, retro aesthetics, and entertaining narrative has garnered a positive reception among fans of retro gaming and action platformers.

Several points I want to apply in my game:

Colour:

Early Game and Stage 1:

Castle Model Reference:

Stage 2:

Corrupted Land Backdrop Reference:

Stage 3:

Catacombs Reference:

Graphic: Pixelart or Sketchy

Title: The Tale of Antares

Character:

Map Design Reference:

 

Objective: Just finding a scroll scattered in every stage which reveals the secret location of an ancient tomb with a treasure.

Mechanic: Jump, Crouch, Go down, Left Right, Sprint, Attack with sword and shield, Could equipt various swords with different abilities, Stop Time With Cooldown

Stop time: Stop time with a time limit and build up by using items, in the stop time duration you could attack the enemy and the enemy wouldn’t attack you also all of the physics stops working after the duration has ended all of the attacks will deal damage. (QuickSliver / Za Warudo from JoJo)

Ceiling Walk: You could walk on the ceiling of the map if the map is supported (Cave / Catacombs) With cooldown and also it’s gonna be the needed to solve some puzzle (Geometry Dash).

Story: As a knight, I was entrusted by the king with a sacred mission: to retrieve a treasure from a hidden tomb. The king possessed only a fragment of an ancient scroll, leading to a mysterious location known as Aldera, a continent shrouded in both wonder and terror, home to enigmatic beings. The incomplete scroll hinted at another piece crucial for unveiling the treasure's whereabouts.

Early in my journey, I encountered an old man in a secluded village. He bestowed upon me a powerful rune, imbuing me with the ability to manipulate time itself. This newfound gift became a crucial asset as I ventured deeper into Aldera's secrets.

Embarking on this quest, I followed the scroll's clues, journeying through uncharted lands until I reached a critical juncture. Suddenly, the serene landscape turned malevolent, an intoxicating aura permeating the air. It was as if the very earth was decaying, with grotesque creatures emerging to defend this corrupted realm. Their twisted forms, born of the land's toxicity, posed a formidable obstacle, intent on halting my progress.

Utilizing my time-stopping abilities, I navigated through the chaotic battlefield with strategic precision, freezing adversaries in their tracks and seizing fleeting moments to press forward. My duty as a knight demanded that I confront these abominations, battling fiercely to overcome their resistance.

Amidst the chaos, I stumbled upon a hidden village renowned for its skilled artisans in magical garment crafting. Here, amidst the whispers of arcane weavings, I encountered a reclusive tailor known for weaving protective spells into clothing. Recognizing the dangers I faced, the tailor gifted me a pair of invulnerable baggy jeans, intricately woven with protective spells and reinforced with ancient runes.

During the final confrontation within the forsaken catacombs of the abandoned castle, the baggy jeans proved their worth. They deflected blows from the legion of skeletal warriors guarding the treasure, offering unexpected advantages and ensuring my survival amidst the relentless assault. With the treasure secured, I emerged victorious, a testament to my resolve, the king's trust, and the unexpected power bestowed upon me by the enchanted baggy jeans.

Upon returning to the kingdom, the king lauded my success. However, as I prepared to leave the throne room, a hidden passageway within the catacombs opened, revealing a secret level. This hidden chamber contained ancient writings that exposed the true agenda of the corrupted king. It unveiled a sinister plot orchestrated by the king himself, aiming to use dark magic to corrupt the land for his own gain. This revelation cast a shadow over my loyalty to the crown and set the stage for a moral dilemma. Now, armed with this newfound knowledge, I must decide whether to confront the king and uncover the full extent of his treachery or seek another path to protect Aldera from his dark ambitions.

Flowchart:

  1. Start: Knight is given a mission by the king.
  2. Old Man: Knight meets an old man and gains a time rune.
  3. Journey: Knight journeys through Aldera.
  4. Corrupted Realm: Knight encounters a corrupted realm.
  5. Battle: Knight fights corrupted creatures.
  6. Tailor: Knight gets invulnerable baggy jeans from a tailor.
  7. Final Battle: Knight fights skeletal warriors.
  8. Victory: Knight secures the treasure.
  9. Return: Knight returns to the kingdom.
  10. Secret Level: A hidden passage reveals a secret level.
  11. Revelation: Ancient writings reveal the king's true agenda.
  12. Moral Dilemma: Knight faces a moral dilemma.

Character Reference:

King Reference

   

Weapon

Enemy

Forrest enemy:

Skeleton:

Corrupted Enemy:

 (A bit Low Detailed)

Character Draft Sketch:

AveIir Antares The Knight

Selling Points: For a Dungeons and Dragons enthusiast who loves medieval fantasy.

Similar Game Concept:

All of these games has a lot of enthusiasts so I think the fantasy medieval concept could attract a lot of enthusiasts as well.

Assets:

Reference and Early Concept:

I decided to draw it so I could easily find a suitable asset and also I needed it personalized to my own preference so I could freely modify and freely explore the stylization

Progress With Kirta:

Current Finalized Drawing

The MC

The Rest of The Character

(Evil King, Knitted Ball, Skeleton, Skeleton with Hand Axe, Living Tree, The MC)

1.1.8,5

I need to alter some of the story because I found it interesting when Inside the castle and outside the castle when he first started the mission would have different art styles to show how serious and dark it is inside of the castle and there's a dark secret covering it. I also want to tease the true villain by making a dark aura on the king so it would be more suspicious

Animation Pose

Walking and Hopping

Welding A Sword

Misc Assets

Sword and Grass

Another Grass

Finalized Assets:

Here's the accumulation of some of the in-game items except for the coins and another ornament

Scene No 1

Scene number 1 is gonna set in the castle when Antares met the king and the king briefs the task for Antares to find a scroll the interesting part is on this scene there will be a foreshadowing of the ending of the game

Finalized Scene:

There will be an animation for this scene and not static like this, also the scene is only a chatting scene so the only interaction is clicking to go next.

Scene No 2

The second scene is when Antares starts his journey to find the scroll and meets an old man, in this one, the backdrop is on the mountain and there's a suspicious castle in the background which was the first castle when he met the king

Finalized Castle

Background Drawing

The concept was a mountainside view with a castle and lake in the middle

Final Background

After done with everything i added the character and enemy also a bit of ornament and add a bit of depth and soon a parallax effect

Final

Title Screen

I took the color reference from adventure time and the art style I adjust it with the game, also I made it a bit rough so it resembles a dragon scale

For the title screen/landing page i implemented an average landing page-type of layout

Parallax Background

This script I've made ensures that the background in my game moves with the player but at a slower pace, creating a depth effect known as parallax. It adds visual immersion by making distant objects appear to move slower than closer ones, enhancing the overall feel of my game world.

I improve it by layering the background so it adds more depth. Also, i set it up with different speeds and offsets so it looked like unrevealing something

Player Controler

Firstly is a declaration which functioned as Define and initialize variables used throughout the script

Void start is used for initialization tasks that need to be performed once at the beginning of the script's execution or when the GameObject is enabled.

Movement script

Jump

Animation

First, I made the character movement frame by fame I compiled it in the unity, and applied it to the script modifier

if (isOnGround): Checks if the player is on the ground.

animator.SetBool("IsIdle", true); and animator.SetBool("IsRun", false);: Sets animation states based on whether the player is moving (IsRun) or idle (IsIdle).

Crate

To ensure the crate doesn't glitched out and go anywhere

Enemy Manager and Controller

The script controls my enemy and sets up their wander area and probability to go anywhere because I wanted to make it random, but I got an issue with that, it always had a bug where the character was stuck in 1 place. But here's the code that includes the necessary conditions to make the enemy function. Because of this script as well the movement speed could be different everytime you entered the game

Declaration

Script that deals damage to the player, by colliding with the box collider 2d.

Enemy Animation

Tree Enemy

Skeletal Enemy and Boss

Rolling Ball

This one i only adjust the rotation value on the condition.

Moving Platform

First, we need to set up a start point and the endpoint using game object.

Afterward setup this declaration and if you want you could set up the on gizmos to define the start point and endpoint clearly.

Platform Effector

To make the platform passable, we need to set up an effector linked to the collider 2d by checking the effector.

Projectiles

For my boss battle, there will be a flying projectile that could follow the player, I got the code from a YouTube tutorial. By converting the projectiles to prefabs, we could spawn the game object anytime by using set active and by linking to my enemy manager it could deal damage.

Item Collecting

The collecting item is basically i wanted to set a certain value and when the value is fulfilled you could get transported to the next level. This one linked to the collectible object

Fig 1.2.5

This one functions as the collector on the player.

Video Player / Checkpoint

First, i made the video using After Effects as a cutscene, but before that I drew the assets first with Krita.

for this one, I only put the video player and linked the texture between an empty game object and with raw image. but I encountered an issue when I uploaded it to the web gl the video wouldn't play even tho I changed the source to URL and online.

Checkpoint

For the checkpoint, I took the code from Mr Razif's tutorial, by putting a game object that linked to the box collider set it into is a trigger, and linked it with this script which controls the vector2 coordinate of the player.

Player Controller:

Checkpoint Animation

Playable Game Before Enhancement: https://thebookofantares.netlify.app

Playable Game After a bit of change: https://bookofantares.netlify.app/