CPSC 4160: �Milestone 1 Presentation�
Bryce Planchard�CPSC 4160
Game description
Name: No Rest for the Wicked
Genre: Dark fantasy / action platformer
Engine: Custom Pygame framework (modular design)
Overview:
A man returns from death with the help of a mysterious “Matron” to hunt the corrupt noble who kidnapped his family.
Players explore a graveyard, a ruined town, a cathedral, a castle and beyond, fighting grotesque creatures while uncovering a decaying world’s secrets.
Core Gameplay:
Side-scrolling movement with jumping, running, and melee combat
Gift resource that you gain through defeating enemies (WIP)
Smooth acceleration, gravity, and attack animations
Atmospheric effects and haunting sound design
Game information
Target Audience:
Players who enjoy dark, story-driven platformers with challenging combat and atmospheric worlds.
Age Rating:
Teen (13+) — contains mild fantasy violence, dark themes, and gothic imagery.
Skills:
Game references
Most inspiration came from these. Limitations in time left me with a linear level space, but I would have loved to unlock areas in a “world” level with the abilities gained.
Over all I wanted Characters (entities) to feel like an old black and white monster movie.
Early levels as well..
AI-assisted Concept Art
In the end, I knew that I needed something easy to replicate and tweak. Before ‘SmackStudio’ I had intended to animate this by hand.
AI-assisted Concept Art
These took DAYS to get right, just for concept art.
Entities – Player character
Entities - Enemies
Game mechanics
Game mechanics
Player’s mechanics
The player’s mechanics involve
Modules
Some Current Modules:
Software architecture
Software architecture
Software architecture
Timeline
Modules Completed / Functional
Added more SFX and custom music
Modules/Ideas to Prioritized
Bottom line: 1 level could potentially be fully done by Oct. 31.
Actual Result
The artistic final form of the UI, tutorial, and scene sprites took more time than expected. Had a long debug marathon using the “vial” resource bars, as it took me several hours to realize that the resource math was trying to use the entire height of the image to determine bar draw %.��Added Graveyard Fence portions to make the scene look less bland. Plans to use different tile sets were postponed indefinitely after setbacks with sprites.
Added and intro portion and voiceovers that was an unexpected bonus, wrote a poem, used a free AI TTS, plopped them on the images I made to comic frame the intro story.
First level and first boss level fleshed out. Did not get to implement movement abilities, prototyping the “Wall Kick” revealed multiple bugs and never fully worked, others would have been a nightmare. Did implement the Heavy Attack to use Gift resource, and I would have expanded on the idea given more time (leveling or skill tree).��Did not get to implement more thoughtful enemy AI or attack animations. With time running out and other obligations it was difficult enough to get the boss to have an attack. ��Original plan was to have the Ghoul lunge and leap from wall to wall, and across the screen, requiring quick movements on the player’s part. Resorted to a makeshift intermission phase where he leaps to the wall nearly out of reach and zombies spawn around the player.
Tools and Resources
Tips and Tricks to Concept art with AI: