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ROLES

  • Anna – Programmer/Artist
  • Evie – Artist/Writer
  • Jessica – Programmer/Artist/Level Designer
  • Regina – Programmer/Artist
  • Taneim – Scrum Master/Programmer/Artist/Quality Assurance Specialist/Everything Else

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CONCEPT

  • Based on Dante’s Inferno – a resident of the first circle, Limbo, tries to get to the center of the nine circles of hell
    • Guided by a mysterious figure who promises them an escape, giving them a renewed purpose in life
  • Narrative metroidvania game – player attacks and moves with chain, and has a variety of movement options such as wall jump and double jump
    • Emphasis on having a smooth/fast movement experience for the player

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Original Scope

(copy-pasted from the pitch presentation)

  • 2 CHAPTERS (Chapter 0: Limbo, Chapter 1: Lust)
    • 2 METROIDVANIA-style LEVELS
    • Dialogue for NPCs in each chapter
    • 2-3 enemies per chapter
    • Unique Obstacles per level
    • Chapter 1 BOSS Fight
  • Main character with standard but deep moveset
    • The option to throw objects will give us a lot more flexibility for combat while saving time
  • Animations for characters
  • Fully fleshed out game feel effects and polish
  • For final presentation, we will present our vertical slice of this game
    • AS IF THIS WAS A PITCH TO A COMPANY

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Current Game Content

  • ALL ART HANDCRAFTED BY US
    • Player and Enemy animations
    • tilesets for each map
    • backgrounds for each map
    • obstacles
    • NPCs
    • UI art and animations
  • Player mechanics
    • Physics-based Movement (w/ lots of control to player)
    • ziplining/grappling
    • picking up and throwing objects
      • straight throws
      • heavy throws (gravity)
      • Molotov throw (Fire on ground)
  • Mechanic Progression
    • in the form of upgrade objects
      • Chain hook upgrade
      • wall jump upgrade
      • damage increase upgrade
      • health increase upgrade
  • Level progression
    • Items are either on the floor of a certain area or given as a reward from a combat zone
    • Doors and keys to get to next area(s), Gemstones to unlock boss fight
  • Enemy AI
    • 4 enemies per chapter
    • Grounded melee
    • Grounded ranged
    • Flying melee
    • Flying Ranged
    • A* algorithm for pathfinding
  • Obstacles
    • Lava
    • Spinning spikes
    • crumbling platforms
  • Environmental mechanics
    • Anti-grapple zones
    • wind zones
    • Midair hook points

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Current Game Content

  • VFX and particle effects
  • Music and SFX for every action
  • Dialogue system with fully fleshed out lore
    • Lore sometimes gives hints in the game if you pay attention
  • Boss fight
    • Fleshed out AI, playtested and at a difficulty that we like
  • Tutorialization for basic mechanics
    • Some stuff will be hidden to the user because we want to allow room for the player to explore and have fun!
  • Difficulty settings for anybody to be able to play the game
    • Easy, Normal, Hard
  • 2 full Levels
    • Limbo & Lust
    • Levels are metroidvania style with the goal of exploring the map to figure out how to proceed
    • Have certain parkour sections and certain combat zones
    • Parkour gets more difficult throughout the game
  • UI
    • Pause menu (has sound controls)
    • HUD
      • Display HP and icons for picked up objects and hook
      • Display minimap
  • Save system
    • (you can leave the game and come back later)
  • Parallaxed background
  • Checkpoints (heals player as well)
  • Game feel elements and “Juice”

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DEVELOPMENT PROCESS

Limbo Level Design Draft

Lust Level Design Draft

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DEVELOPMENT PROCESS

Limbo Level Design Draft

Final

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DEVELOPMENT PROCESS

Lust Level Design Draft

Final

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DEVELOPMENT PROCESS

Grab + Throw

Attack

Ziplining/Grappling

Zip to thrown projectiles

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DEVELOPMENT PROCESS

Enemy Patrol

Enemy Chase

Enemy Attack

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DEVELOPMENT PROCESS

Dialogue

Checkpoints

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UI ASSETS

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Challenges

  • Fake merge errors
  • Some bugs to fix when combining levels
  • Tweaking balance on the levels and combat
  • Optimization
  • Adjusting mechanics we already implemented

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Final Gameplay

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MADE BY:

Anna Zheng

Evie Cundy

Jessica Bek

Regina Wu

Taneim Miah

SPECIAL THANKS:

Milk + Mike + Zehua

Classmates

Playtesters

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Any questions?