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Project Documentation for:

Last updated:

Version:

4.6.4

31/8/2020

Project members:

Lim Si Ying - Team Lead

Rayan Tan - Art Lead

Darren Toh - Programming Lead

Escabas Joyce Baldos - Artist

Nur Haida Binti Hairi - Artist

Ashley Ling Si En - Artist

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Last updated:

Version:

2.20

5/5/2020

Pitch:

Alpha:

Last updated:

Version:

2.5.4

4/6/2020

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Milestone:

Beta:

Last updated:

Version:

3.2.4

6/8/2020

Last updated:

Version:

2.5.4

2/7/2020

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CONTENT

CONTENT

Item

Page

Concept

Introduction

5

Description

6

Early Gameplay

7-10

Genre

11

Key features

12-14

Platform

15

Concept art

16-24

Research

Target market

25

Existing games

26,28

Feature comparison

27,29

Story

Characters' profile

30-32

Prologue

33

Main story

34

Ending

35

Mechanics

Main mechanics

37-41

Sub mechanics

42-44

Attributes and stats

45-46

Calculations

47

Item

Page

Level design

Level descriptions

48

Tutorial Level layout 49-56

Level 1 layout

57-59

Level 2 layout

60-63

User interface

Flow diagram

56

Logo screen(s)

64

Title screen

65-70

Credit screen

73-74

Gameplay UI

75-79

Pause Screen

80-83

Victory screens

84

Gameover screen

85

Art direction

Character art

86-122

Environment art

123-134

props art

135-143

Sound & music

Sound effects

144-145

Background music

146-147

Feedback from Beta

148-150

Versioning history

151-164

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  • In this game in collaboration with SGGA, you play as an Elite mercenary sent from the capital to a City at the far reaches of the Kingdom.

  • Rumour has it that a Mysterious Plague has turned much of the population Mad. It is your job as the King’s judgement to protect and decide the fate of the City’s inhabitants.

INTRODUCTION

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  • The Game’s action and combat-based stages are inspired from “Reaper”

DESCRIPTION

  • The Stages mainly consist of chambers with enemies to slash your way through by swiping your screen to pull off attacks. (Keeping UI buttons to a minimal!)

Beta gameplay

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EARLY GAMEPLAY (PITCH)

If side video does not work,

https://www.youtube.com/watch?v=glM5lyWVXWY

Taken from our game in Pitch stage

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EARLY GAMEPLAY (ALPHA)

Taken from our game in Alpha stage

From here, we started to integrate the art, the readjustments of the mechanics, movesets, and the implementation of level design.

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UPDATED GAMEPLAY (MILESTONE)

Taken from our game in Milestone stage

For Milestone, we only went through a live gameplay through Zoom call with the lecturers.

Gameplay-wise, there is not much changes aside from tweaks and adjustments to mechanics, and addition of features such as parallax scrolling to backgrounds, and animations to accompany. We also tweaked some parts of level design.

However, for the art side, there are a couple more changes to the art style, the beginning stages of the rendering of props, and animations of our character, Alessio.

Character’s shape becomes more bubbly, lesser sharp edges, more saturation to paint that Alessio’s a good person.

Some props rendered, referencing the game Minoria’s painting-like art style.

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UPDATED GAMEPLAY (BETA-GOLD)

Taken from our game in Beta stage

For Beta, we introduced all the stages in the entire game.

There will be a total of 5 stages in the entire game. Tutorial, Level 1, Level 2, Level 3, and the Boss Stage.

Tutorial and Level 1 will be more linear in terms of level design, while Level 2 and 3 are more metroidvania-style, encouraging exploration.

We added more audio to accompany our character in his journey, hoping the player will feel the tension as he journeys through the stages.

Alongside even more rendering of props and props design, there were a couple of changes to UI as well for reiteration of controls if players need a recap, sensitivity of finger swipes.

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GENRE

  • Metroidvania Hack & Slash
  • Platforming elements provides the backdrop while the action should be centered around combat.
  • The Story’s Narrative should set a dark mood and atmosphere, not to intimidate the Player, but to encourage him to conquer it.

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UPDATED KEY FEATURES

  • With mobile games, we decided to emphasise the use of unique smartphone mechanics such as screen swiping.

  • The controls/UI display should not feel intrusive, the screen should be kept clean as possible

  • Satisfying-to-Execute attacks to clear Levels of Enemies

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  • The game awards players for being stylish in combat��- This is done with the Scoring System, the higher the player can maintain a combo the higher the score.�- If the player can finish off enemies with a Manual Attack, they get finisher bonus points.

  • A Rage Meter will increase as Players attack enemies�- This Meter will slowly decrease over time�- The higher the Rage Meter, the more damage the Player deals�- The Meter will also take a hit when the Player is hit by an enemy�- The Higher the Rage Meter, the more damage the Player will be able to deal.

UPDATED KEY FEATURES

  • A Rage Meter will increase as Players attack enemies�- This Meter will slowly decrease over time�- The Meter will also take a hit when the Player is hit by an enemy or projectile�- The Higher the Rage Meter, the more damage the Player will be able to deal.

Taken from Pitch

Taken from Beta

We reintegrated the rage meter from top right from Pitch to the middle-bottom of the screen for the final product.

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PREVIOUS KEY FEATURES, BUT SCRAPPED

We also originally wanted to integrate a Shop system in every respawn point that our character encounters, but we decided to scrap that as it might make our game more complicated as it is.

Also, narrative options/NPC dialogue that we wanted to include to test the players’ morals were also scrapped because of the same reasons.

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  • Our game will be released on mobile

PLATFORM

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CONCEPT ART - STYLE GUIDE

Character Art Style

(Sky: Children of The Light)

Environment Art Style

(Minoria)

Taken from Pitch stage

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CONCEPT ART - CHARACTER DESIGN

Taken from Pitch stage

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CONCEPT ART - CHARACTER DESIGN

Taken from Pitch stage

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CONCEPT ART - CHARACTER DESIGN

Taken from Pitch stage

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CONCEPT ART - CHARACTER DESIGN

Taken from Pitch stage

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CONCEPT ART - ENVIRONMENT

Taken from Pitch stage

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CONCEPT ART - ENVIRONMENT

CONCEPT ART - ENVIRONMENT

Taken from Pitch stage

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CONCEPT ART - ENVIRONMENT

CONCEPT ART - ENVIRONMENT

Taken from Pitch stage

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CONCEPT ART - ENVIRONMENT

CONCEPT ART - ENVIRONMENT

Taken from Pitch stage

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TARGET MARKET/PERSONA

Name

Thomas Chang

Gender

Male

Age

17

Occupation

Poly Student

Location

Singapore

Pain Points/Frustrations

  • Games are too easy/not challenging enough
  • Bad feedback from gameplay such as difficult and non-receptive controls
  • When you have to afford to play the game

Likes/Interests

Games, having leisure time, food

Goals/Aspirations

  • Wants to find ways to use his likes and interests to make a name/living for himself
  • As such he takes gaming competitively and passionately

Needs & Expectations

  • Free to download and immediate play
  • Wide variety of gameplay that allows exploration

Game-Type Preferences

Seeking adventure, Tower Defense, Card games, Action Games

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  • Minoria

EXISTING GAMES

Strengths:

  • Simple, yet charming art style
  • Combat feels more satisfying as game progresses
  • Music complements very well with the environment

Weaknesses:

  • Enemies do way too much damage (worst then dark souls)
  • Game have a parry system but enemies give the player too less time to react

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FEATURE COMPARISON

Features

Minoria

Condottieri

Gameplay

  • Side-scrolling 3D gameplay, with exploration involved
  • 2D gameplay with movement on both X and Y axis

Enemies

  • Variety of enemies using melee and ranged attacks�
  • Bosses at the end of each “level”�
  • Enemies deal damage when comes into contact
  • 2 (?) main enemies, one using melee and the other using ranged attacks�
  • One boss only at final level�
  • Enemies deal damage when comes into contact/radius

Environment

  • Set underground, dark colour schemes while having constant light sources around the map for Player to navigate well
  • Set outside, but having a darker colour scheme to display the severity of the virus happening while the Player navigates

FEATURE COMPARISON

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  • Reaper: Tale of a Pale Swordsman

EXISTING GAMES

Strengths:

  • Responsive and satisfying swipe controls
  • Clearing Levels of enemies feel cathartic

Weaknesses:

  • Level design is very linear, might seem bland
  • Controls may not feel comfortable depending on player
  • Blending of environment props (A little difficult to differentiate between what is interactable and not)

EXISTING GAMES

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FEATURE COMPARISON

Features

Reaper

Condottieri

Gameplay

  • Hack and slash 2D game�
  • Earn “skulls of rage” after hitting an enemy to normalise Special Attack damage output that would have otherwise been weak
  • Hack and Slash 2D game

  • Rage Meter that increases damage but DOES NOT decrease damage when low

Upgrading System

  • Variety of shops that lets the player buy upgrades like increased health and attack damage
  • Single shop in which Player buys potions which can increase specific stats to aid them in the levels

Storyline

  • Choices during dialogue will affect the outcome (eg you can threaten the first person you meet to get more gold or you can choose to be nice and get nothing)
  • Choices during dialogue will not affect the outcome; in which Player should defeat the source of the virus to prevent anymore spread, and be victorious

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CHARACTERS’ PROFILE

The Playable Character

Name: Giovanni

Age: 24

Occupation: Elite Mercenary (Condottieri)

Backstory: Born in 1340 and raised in a poor italian family who couldn't sustain themselves later during the black death, he was dragged away, isolated and enlisted as a soldier, leaving his family to die. At the time, he was about 12, starving and barely had any will left. The army sheltered him, gave him food and water, in turn of course to train as a military aide or squire. Eventually, as more time passed on and the black death had finally ended, he pledged to become a mercenary. His loyalties were still with the people who had sheltered him and given him warmth, despite the intense training given to him as a child. In 1364, he was then called by the King, who ordered contracted mercenaries to lead armies as a new plague had arisen in the Genoese Colony of Caffa in Crimea. Considering he had prior combat experience and was a natural fighter, he took off with the incentive of money, as he wanted to improve his livelihood, coming from a poor family. He was then dubbed a condottieri.

The Playable Character

Name: Alessio (Defender/Protector of mankind)

Age: 19

Occupation: Mercenary

Backstory: � Born to a Family of peasant parents, Alessio was orphaned at a young age as Purgatorio was torn apart by a bloody civil war. He soon found his new family in the arms of the Mercenary Company, the Arditi, that wandered the lands looking for work.��

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Enemy 1

  • Type: Melee
  • Weapon: Sticks

Enemy 2

  • Type: Ranged

Weapon: Throwing stones/rocks

CHARACTERS’ PROFILE

The weapon needs to be smth reasonable unless its just barehanded attack cause it’s not like they magically generate a weapon

how did the peasants get a sword

not all might have enough for entire families

for ranged i was thinking that they pick up rocks and stones and throw them at the player/slingshot i guess

wait ah go to the other slide and check the items

ENEMIES’ PROFILE

Enemy 1

  • Type: Melee
  • Weapon: Sticks

The enemies were normal peasants who are infected by a disease, turning them into feral beasts.

Without much humanity left, and without a profound cure, they would attack the player without remorse.

Enemy 2

  • Type: Ranged

Weapon: Throwing stones/rocks

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Boss

  • Name: Loris Lirus L-Virus Loris
  • Type: hihi i am whistling medieval coffin dance
  • Attack: blast it out kaboom

CHARACTERS’ PROFILE

from the words “unstable element” if could be an existing element that was made unstable through a failed experiment which became a catalyst turning that element into a boss which is radioactive and emitting an aura which slowly infects the people there but slow enough not to be noticeable until present time in the game, so that it would not mean that it’s highly contagious so maybe ~2 weeks/1 week to fully infect a person successfully

i guess after killing the citizens only then the boss reveals itself because it feeds off of the infected’s humanity so it might have been angry that their food source has dwindled

wait ah um i was thinking like cause it’s sort of like a radioactive element it has skillsets which involve emission, but who knows since it’s fantasy mayve the element has arms and legs too and since it feeds off of humanity it becomes more human itself

CHARACTERS’ PROFILE

Name: The Plague

Type: Boss

Attacks:

  • Slam

Slams the ground and launches 3 rocks at the Player. If Player stays too close to the boss, all 3 rocks can damage them. If Player stays too far, rocks will eventually land on them.

  • Dash

Lunges towards the Player, dealing damage on impact. Can be easy to read at a distance, but hard to react if Player is too close to the Boss.

  • Uppercut

Throws a straight projectile at the Player, can be easily deflected.

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  • After a long civil war, the Kingdom of Purgatorio was united by the Grey King.
  • However, his rule was welcomed by rumours of a Border Town succumbing to a disease that turns man into feral beasts.
  • A wise but weak ruler, the Grey King could not afford to send his personal retinue out and risk rebellion in the heartlands.
  • Thus, he entrusts the task of investigating the plague to the Arditi and a Young Alessio, hoping to prove himself to be a warrior worthy of the Arditi.
  • As the Arditi near the docks of Border Town, an almighty storm capsizes his ship. Leaving him to wash ashore alone.
  • It seems that the task at hand rests solely on him now.

PROLOGUE

  • Narrate the background story to the game and the world and how did it lead to the story in the game.
  • Alessio was a mercenary sent by the King to investigate a village after multiple reports of missing people who had been travelling near the areas surrounding it
  • As Alessio came closer to the said village, he felt an unusual pressure in his head and went unconscious
  • However, a voice in his head called out to him, waking up to find himself inside the said village he was supposed to investigate full of infected villagers
  • The Guardian Spirit of the village had been corrupted by an evil spirit called the Plague, and now inhabits in the abandoned castle of Umbra, turning it into its fortress to protect its core
  • The environment started to change drastically; trees started withering, river fishes started dying, and the water infected with a virus which caused the villager to go insane.
  • The Guardian Spirit, with its last ounce of power, called out to Alessio to shield him from the Plague’s influence.

yeahh can can

Alessio, a mercenary, was sent by the King to investigate a village after numerous reports of missing people travelling about the borders. However, falling unconscious and waking up to a disastrous sight in the village was not what he had expected.

Alessio continues fighting against the infected under the guidance of the spirit, slashing his way through his foes standing in his way as he tries to figure out the reasoning and the core culprit behind the infected.

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Tutorial - Riverside Village

  • Giovanni washes ashore, luckily with blade in hand, as he soon finds out that the village is infested with its former inhabitants, turned pale and mad.

An Eccentric Enterprise

  • In the Village, Giovanni finds an Old Man selling Potions and Tenure amidst the chaos. The Old Man introduces himself as a Wise Magi that follows and sells to Adventurers before insisting that Giovanni uses his shop as a Checkpoint by pressing the Attack Button. Should Giovanni refuse his service, the Old Man scolds Giovanni for being cocky before making a bet with him - If he doesn’t use his Shops as Checkpoints, he would give Giovanni extra points each time.

Level 1 - Border Town Ruins

MAIN STORY/CONTEXT

Tutorial & Level 1 - Campaignia, Fishing Village

  • He woke up to the voice of the Guardian Spirit, luckily with blade in hand. He then found out about the village infested with its former inhabitants turning mad from the virus. He felt that it’s his job to uncover the truth behind the virus’ upcoming due to the King’s request, hence he decided to hunt down the Plague while defeating the infected villagers after his life.

Level 2 & 3 - Umbra Castle, the Plague’s Fortress

  • Discovering a castle looming menacingly in a distance away from the village, Alessio decided to head to the said castle as his next destination. Multiple traps, swinging blades, as well as the appearances of the former, infected villagers who seemed to have unknowingly wandered to this fort, appeared before his eyes as he stepped into the castle. He figured in order to find the core of the Plague’s Fortress, he had to overcome all these trials as if the Plague had calculated his comings.

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  • organise evacuation for whole city, piss off nobles

  • only save the nobles, citizens fend for themselves

ENDING

  • Narrate the ending(s) of your game with reference to the main story.
  • If there is more than one ending, separate them into different paragraphs with a headings. e.g. Ending A

1 Final Ending:

  • In which you defeat the source of the virus infecting the citizens of the country. A lot of time is required to have the country back in order, and it is essential and needed in order to inflict peace back in the country again.

Sub-ending:

  • Hitting 0 Health will result in a Game Over, in which you can’t defeat the source of the virus and the whole country ends up in shambles.

1 Final Ending:

  • Upon defeating the Plague, it laments to Alessio that by defeating him, he was denying the Plague’s purpose of being Humanity’s punishment for all the evil in the world. Without the Plague, humanity will continue to deteriorate and a fate worse than the Plague will befall upon them.
  • The Guardian Spirit, upon hearing this, realises that the Plague is a manifestation of his own impatience towards humanity’s faithlessness. Speaking on humanity’s behalf, reasoning that if the Plague can be defeated by Alessio alone, humanity’s willpower must be much stronger than either of them could comprehend. With that power, surely there is no need for the Plague to punish humanity as they themselves have the power capable of changing fates.
  • The Plague agrees, but remains skeptical. He warns Alessio that he shall take the Spirit’s word for now, but should Humanity backslide into ruin once again, he will return.
  • The Spirit then sends Alessio back to the Kingdom. Upon parting ways, he asks Alessio to continue fighting against evil and to forgive him and humanity for their flaws. He ensured him that as long as humanity sees the good in each and every one of them, they can repent and cherish the lives that they lead.

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  • organise evacuation for whole city, piss off nobles

  • only save the nobles, citizens fend for themselves

ENDING

  • Narrate the ending(s) of your game with reference to the main story.
  • If there is more than one ending, separate them into different paragraphs with a headings. e.g. Ending A

1 Final Ending:

  • In which you defeat the source of the virus infecting the citizens of the country. A lot of time is required to have the country back in order, and it is essential and needed in order to inflict peace back in the country again.

Sub-ending:

  • Hitting 0 Health will result in a Game Over, in which you can’t defeat the source of the virus and the whole country ends up in shambles.

1 Sub-Ending:

  • Hitting 0 Health will result in a Game Over, in which you can’t defeat the source of the virus, the Plague, and the whole country ends up in shambles due to your strength not being enough to head forward.

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Moveset

  • Character Moveset -
    • Uppercut - Low Damage (Swipe Up)
    • Dash - Quick Dodging and Mobility Tool (Swipe Horizontally to change direction)
    • Slam - Knocks back Enemies (Swipe Down when Grounded)
    • Ground Pound - (Swipe Down when in the Air)

  • Aside from dealing damage, they are also built to be a useful counter against combat situations
  • They are also able to combo into each other, allowing players to play around with what combos they are capable of achieving with the moveset.

  • The Attack moves should feel satisfying to execute, especially when attacking enemies.

MAIN MECHANICS

  • Describe your main game mechanics using bullet points.
  • Use diagrams to demonstrate the main mechanics.
  • *Show Raw prototype of the game mechanics to show �proof of concept for the game mechanics; tie-in with GP
  • The main mechanics is the main way and method to play and clear the game.

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MAIN MECHANICS

  • Describe your main game mechanics using bullet points.
  • Use diagrams to demonstrate the main mechanics.
  • *Show Raw prototype of the game mechanics to show �proof of concept for the game mechanics; tie-in with GP
  • The main mechanics is the main way and method to play and clear the game.

Moveset

  • Uppercut

Input - Swipe Up

This move allows the player to swing his weapon upwards, knocking the enemy upwards and thrusts the player up into the air.

While in the air, enemies are not capable of attacking.

It can also be used as a free jump in the air.��It can also be used to swat away projectiles and fliers, making it a good defensive option, though the player should also look out for enemies when landing from an Uppercut

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MAIN MECHANICS

  • Describe your main game mechanics using bullet points.
  • Use diagrams to demonstrate the main mechanics.
  • *Show Raw prototype of the game mechanics to show �proof of concept for the game mechanics; tie-in with GP
  • The main mechanics is the main way and method to play and clear the game.

Moveset

  • Dash

Input - Swipe Horizontally

This move allows the Character to quickly dash either left or right depending on which direction the player swipes.��It also damages enemies in the way of the Dash.

Great Mobility tool for by-passing small groups/individual enemies and Hazards. Can also be used in the air. Good for chasing after enemies.

Referenced from:

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MAIN MECHANICS

  • Describe your main game mechanics using bullet points.
  • Use diagrams to demonstrate the main mechanics.
  • *Show Raw prototype of the game mechanics to show �proof of concept for the game mechanics; tie-in with GP
  • The main mechanics is the main way and method to play and clear the game.

Moveset

  • Slam

Input - Swipe Down while Grounded

This move allows the player to slam their weapon down on the floor in front of them, pushing back enemies.

A form of Crowd Control which creates breathing room.

-> Can be used to keep a stronger group of enemies at a distance while the Player is trying to kill another enemy group.

Referenced from:

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MAIN MECHANICS

  • Describe your main game mechanics using bullet points.
  • Use diagrams to demonstrate the main mechanics.
  • *Show Raw prototype of the game mechanics to show �proof of concept for the game mechanics; tie-in with GP
  • The main mechanics is the main way and method to play and clear the game.

Moveset

  • Ground Pound

Input - Swipe Down while �in the Air

While in the Air, this attack causes the Player to slam down onto the group directly beneath him.

This Move also knocks back enemies near where the Ground Pound lands, making it a safe Crowd Control option.

Referenced from:

Reference pose:

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ALPHA SUB MECHANICS

  • Describe your sub mechanics using bullet points.
  • Use diagrams to demonstrate the sub mechanics.
  • Sub mechanics contribute to the main mechanics but not necessarily required to play the game.
  • Double Jump (Self-Explanatory)
  • Environment Interactions with Player
  • NPC Dialogue
  • Save Feature

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PITCH SUB MECHANICS

  • Describe your sub mechanics using bullet points.
  • Use diagrams to demonstrate the sub mechanics.
  • Sub mechanics contribute to the main mechanics but not necessarily required to play the game.
  • Double Jump (Self-Explanatory)
  • Stat Management
  • Moveset Modification
  • Environment Interactions with Player
  • Enemy Sizes
  • NPC Dialogue
  • Save Feature

  • Discovery is important!

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  • Double Jump (Self-Explanatory)
  • When an Auto-Attack connects mid-air, the attacks keep the Enemy and Player in the air, boosting them upwards with each attack
  • Checkpoints act not just as Checkpoints, they also teleport the player back to the city to shop/upgrade their resources. They can choose and go back to the checkpoint using the City Gates.
  • Destroy checkpoints?

BETA/GOLD UPDATED SUB MECHANICS

  • Describe your sub mechanics using bullet points.
  • Use diagrams to demonstrate the sub mechanics.
  • Sub mechanics contribute to the main mechanics but not necessarily required to play the game.
  • Double Jump (Self-Explanatory)
  • Environment Interactions with Player
  • Narratives
  • We decided to remove NPC dialogue and instead use narratives at the beginning of the levels to tell the story of the world instead.
  • Aggression vs Reaction interactions with Enemies

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  • Health - 100
  • Rage Meter - (This will increase the stun time, knockback and damage stats of each move)
  • Attacks will all deal 1 point of damage, each time the Rage Meter reaches a set point shown in the Rage Meter, damage will increase by 1
  • Rage Meter will decrease moderately if Player does not attack an enemy.

ATTRIBUTES AND STATS

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  • Health
  • Rage Meter - (This will increase the stun time, knockback and damage stats of each move)
  • Attacks will all deal 1 point of damage, each time the Rage Meter reaches a set point shown in the Rage Meter, damage will increase by 1
  • Knockback will start off low and at different amounts for each move. This will also be increased by the Rage Meter.

ATTRIBUTES AND STATS

  • Knockback is mechanically a Stat in the game
  • Knockback will start off low and at different amounts for each move. This will also be increased by the Rage Meter.

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CALCULATIONS

  • Player starts with 100 Health
  • Enemy damage and projectiles deal 1 damage
  • Enemies have variable amounts of health but the usual grunt has 20 Health
  • Player’s default damage begins at 1 for all attacks
  • For every 20% of the Rage Meter, damage increases by 1

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  • Box Method of Game Design
  • Level consists of “Boxes”, each testing the Player their skill on a specific Mechanic or Dynamic.
  • These Boxes are strung together to make a level. Keeping challenges fresh.

LEVEL DESCRIPTIONS

Monster House

  • Box has a large amount of Enemies.
  • Tests the players on the core mechanic & crowd control

Dexterity

  • Box has higher amount of platforms and stationary Hazards
  • Tests Player on mobility and position

Trigger & Move

  • Box tests Player on their ability to plan out movement and interactions

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TUTORIAL LEVEL LAYOUT

For Jump and Dash

For ground slam portion

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TUTORIAL LEVEL LAYOUT

-Uppercut used

as a upward thrust

Uppercut can be used to deflect

Projectiles

Teach and Show Player that Uppercut can be used to juggle Handling Projectiles with Platforming

For uppercut portion

TUTORIAL LEVEL LAYOUT

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TUTORIAL LEVEL LAYOUT

Ground pound portion, the last part of the tutorial before leaving it up to the player by themselves.

TUTORIAL LEVEL LAYOUT

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TUTORIAL LEVEL LAYOUT

ALPHA TUTORIAL LEVEL LAYOUT

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TUTORIAL LEVEL LAYOUT

MILESTONE TUTORIAL LEVEL LAYOUT

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TUTORIAL LEVEL LAYOUT

BETA/GOLD UPDATED TUTORIAL LEVEL LAYOUT

Beta-Gold Vers.

Introduction to controls

Introduction to Jump and Double Jump

Attack and Slam Introduction

Dash Introduction

Uppercut Introduction

Introduction to Checkpoints

Introduction to Player able to attack 3 times with different animations

From here onwards, Player will encounter enemies (Lost Ones)

General direction

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TUTORIAL LEVEL LAYOUT

BETA/GOLD UPDATED TUTORIAL LEVEL LAYOUT

Beta-Gold Vers.

Player can get a chance to try out self-discovered combos or moves, what they had learnt.

General direction

Jumping sequences for Player.

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56

FLOW DIAGRAM (TUTORIAL LEVEL)

Single Jump Intro

Double Jump Intro

Attack Intro

Slam Intro

Dash Intro

Uppercut Intro

Movement Intro

Combo Intro

Checkpoint Intro

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57

TUTORIAL LEVEL LAYOUT

MILESTONE-BETA LEVEL 1 LAYOUT

Will add hazards at a later time

Platforms will be more spaced out for more breathing room

Some enemies on platforms will be ranged so that player will need to make use of platforms to go up and then kill off enemies, can deflect their bullets using uppercut.

More enemies compared to Tutorial, having player to try out more different combos as they go along.

Alpha Vers.

Might be having a (mini)boss at the end of the level.

A chest to restore HP if player needs

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58

TUTORIAL LEVEL LAYOUT

BETA/GOLD UPDATED LEVEL 1 LAYOUT

Beta-Gold Vers.

Will add hazards at a later time

Platforms will be more spaced out for more breathing room

Some enemies on platforms will be ranged so that player will need to make use of platforms to go up and then kill off enemies, can deflect their bullets using uppercut.

More enemies compared to Tutorial, having player to try out more different combos as they go along.

Alpha Vers.

Might be having a (mini)boss at the end of the level.

A chest to restore HP if player needs

Linear level, similar to Tutorial but more platforming elements. Level is slightly longer as well.

More enemies as compared to Tutorial as well.

General direction

Shadow Enemies

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59

TUTORIAL LEVEL LAYOUT

BETA/GOLD UPDATED LEVEL 1 LAYOUT

Beta-Gold Vers.

More platforming elements. Chests are visible in this level, which provides 30 health each box.

Player is free to explore but not as much as compared to the next few levels.

There are more hazards in Level 1 as well, upping the difficulty of traversing through the level.

General direction

Shadow Enemies

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60

TUTORIAL LEVEL LAYOUT

MILESTONE-BETA LEVEL 2 LAYOUT

Alpha Vers.

Connected to Level 3

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61

TUTORIAL LEVEL LAYOUT

BETA/GOLD UPDATED LEVEL 2 LAYOUT

Beta-Gold Vers.

Alpha Vers.

Level 2 is more of metroidvania-style level design.

Introducing manual key and gates system for further exploration, as well as one-way and destructible platforms.

New hazards such as swinging blades and sharp spikes for castle’s environment and atmosphere

We decided to not connect both levels together and had both Level 2 and 3 be separated scenes/levels instead.

Shadow Enemies

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62

TUTORIAL LEVEL LAYOUT

MILESTONE UPDATED LEVEL 3 LAYOUT

Alpha Vers.

Alpha Vers.

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63

TUTORIAL LEVEL LAYOUT

BETA/GOLD UPDATED LEVEL 3 LAYOUT

Beta-Gold Vers.

Alpha Vers.

Alpha Vers.

Shadow Enemies

We also added more Shadow Enemies which raises the difficulty.

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64

  • Singapore games association
  • how do you spell

LOGO SCREEN

  • Draw the layout of the logo screen
  • Describe the transition animations with use of diagrams
  • List the logos to be included with images

← i like this, yes

Agree

doesnt unity just auto put itself in after you build the game

i cant rmb oh ya did they i think they did

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65

  • Preliminary Sketch

PITCH TITLE SCREEN

  • Draw the layout of the title screen
  • Describe the transition animations with use of diagrams
  • List the elements to be included e.g. start button
  • Describe the function of each element

page

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66

  • Post-Beta

POST-BETA TITLE SCREEN

  • Draw the layout of the title screen
  • Describe the transition animations with use of diagrams
  • List the elements to be included e.g. start button
  • Describe the function of each element

page

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67

  • Gold

GOLD UPDATED TITLE SCREEN

  • Draw the layout of the title screen
  • Describe the transition animations with use of diagrams
  • List the elements to be included e.g. start button
  • Describe the function of each element

page

68 of 164

68

  • Beta

BETA TITLE SCREE

  • Draw the layout of the title screen
  • Describe the transition animations with use of diagrams
  • List the elements to be included e.g. start button
  • Describe the function of each element

page

69 of 164

69

  • Post-Beta

POST-BETA MAIN MENU SCREEN

  • Draw the layout of the title screen
  • Describe the transition animations with use of diagrams
  • List the elements to be included e.g. start button
  • Describe the function of each element

page

70 of 164

70

  • Gold

GOLD UPDATED MAIN MENU SCREEN

  • Draw the layout of the title screen
  • Describe the transition animations with use of diagrams
  • List the elements to be included e.g. start button
  • Describe the function of each element

page

71 of 164

71

  • Post-Beta

POST-BETA LEVEL SELECT SCREEN

  • Draw the layout of the title screen
  • Describe the transition animations with use of diagrams
  • List the elements to be included e.g. start button
  • Describe the function of each element

page

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72

GOLD UPDATED LEVEL SELECT SCREEN

  • Draw the layout of the title screen
  • Describe the transition animations with use of diagrams
  • List the elements to be included e.g. start button
  • Describe the function of each element

page

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73

  • Draw the layout of the credit screen
  • Describe the transition animations with use of diagrams
  • List the members of the team and their roles
  • Credit the sources where you got the sound and text typeface

CREDIT SCREEN

page

74 of 164

74

  • Draw the layout of the credit screen
  • Describe the transition animations with use of diagrams
  • List the members of the team and their roles
  • Credit the sources where you got the sound and text typeface

GOLD UPDATED CREDIT SCREEN

We decided to use a scrolling Credits Screen.

Team Lead

Lim Si Ying

Art Lead

Rayan Tan

Animation & Character Design

Escabas Joyce Baldos

Nur Haida Binti Hairi

Environment Art & Design

Rayan Tan

Ashley Ling Si En

Programming Lead

Darren Toh

Programming

Darren Toh

Lim Si Ying

SFX

ZapSplat

Music

Ketsa - "Multiverse"

Ketsa - "Never Forget"

Ketsa - "Life Illusion"

Daniel Birch - "Deep In Peace"

Daniel Birch - "In Pursuit Of Silence"

Special Thanks

Tan Eng Khoon

Mervyn Teo

Pek Wee Kit Terrence

Roy Chan

ODell Thomas Richard

Folks at SGGA

Friends & Family

100 Gallons of Coffee

Condottieri

by Kumamon Cult

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75

Early UI Concept

PITCH GAMEPLAY UI

  • Draw the layout of the UI screen during gameplay
  • Describe the changes in UI elements that may occur during gameplay
  • Describe the animation of UI elements
  • Describe the function of each UI element

page

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76

ALPHA GAMEPLAY UI

  • Draw the layout of the UI screen during gameplay
  • Describe the changes in UI elements that may occur during gameplay
  • Describe the animation of UI elements
  • Describe the function of each UI element

Further Developed UI for Alpha

page

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77

MILESTONE GAMEPLAY UI

  • Draw the layout of the UI screen during gameplay
  • Describe the changes in UI elements that may occur during gameplay
  • Describe the animation of UI elements
  • Describe the function of each UI element

Further Developed UI for Milestone

page

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78

BETA GAMEPLAY UI

  • Draw the layout of the UI screen during gameplay
  • Describe the changes in UI elements that may occur during gameplay
  • Describe the animation of UI elements
  • Describe the function of each UI element

Further Developed UI for Beta

Added a Question Mark icon to toggle key layout screen for players who wants to play the game with guiding keys

page

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79

BETA GAMEPLAY UI

  • Draw the layout of the UI screen during gameplay
  • Describe the changes in UI elements that may occur during gameplay
  • Describe the animation of UI elements
  • Describe the function of each UI element

Further Developed UI (Layout) for Beta

Added a Question Mark icon to toggle key layout screen for players who wants to play the game with guiding keys

page

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80

Early UI Concept

PITCH PAUSE SCREEN

  • Draw the layout of the UI screen during gameplay
  • Describe the changes in UI elements that may occur during gameplay
  • Describe the animation of UI elements
  • Describe the function of each UI element

page

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81

Beta

BETA PAUSE SCREEN

  • Draw the layout of the UI screen during gameplay
  • Describe the changes in UI elements that may occur during gameplay
  • Describe the animation of UI elements
  • Describe the function of each UI element

page

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82

Post-Beta

POST-BETA PAUSE SCREEN

  • Draw the layout of the UI screen during gameplay
  • Describe the changes in UI elements that may occur during gameplay
  • Describe the animation of UI elements
  • Describe the function of each UI element

Added Swipe Sensitivity for Players if they wish to change the finger sensitivity

page

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83

Post-Beta/Gold

POST-BETA/GOLD UPDATED PAUSE SCREEN

  • Draw the layout of the UI screen during gameplay
  • Describe the changes in UI elements that may occur during gameplay
  • Describe the animation of UI elements
  • Describe the function of each UI element

Added Swipe Sensitivity for Players if they wish to change the finger sensitivity

page

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84

  • Draw the layout of the victory screen when you clear a level or win the game
  • Describe the transition animations with use of diagrams
  • List the elements to be included e.g. continue button
  • Describe the function of each element

VICTORY SCREENS

page

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85

  • Draw the layout of the game over screen when you lose the game
  • Describe the transition animations with use of diagrams
  • List the elements to be included e.g. restart button
  • Describe the function of each element

GAMEOVER SCREEN

page

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86

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

PITCH CHARACTER ART

oh right

ah was just confirming cause i wanted to know if he had anymore

  • Preliminary Sketches - Alessio

page

87 of 164

87

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

oh right

ah was just confirming cause i wanted to know if he had anymore

  • Preliminary Sketches - Alessio

PITCH CHARACTER ART

page

88 of 164

88

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

oh right

ah was just confirming cause i wanted to know if he had anymore

  • Preliminary Sketches - Alessio

CHARACTER ART

page

89 of 164

89

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

oh right

ah was just confirming cause i wanted to know if he had anymore

CHARACTER ART

  • Preliminary Sketches - Alessio

Initial sketch

Current sketch

Joyce (lineart) + Haida (colour)

page

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90

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

Characteristics:

  • Washed ashore
      • Shiny hair
      • Slightly torn cape
  • Marks indicative of a high rank/mercenary
    • Clothing
      • Large pieces of cloth
      • Cape
      • Chestplate
    • Hair
      • Golden/Blonde
      • Short but thick and curly
    • Eyes
      • Blue
    • Colour Scheme
      • Red with gold and black accents
    • Body build/frame
      • Taller with long legs
      • Slightly muscular

oh right

ah was just confirming cause i wanted to know if he had anymore

CHARACTER ART

Alessio

Alpha Design

Beta Design

page

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91

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

oh right

ah was just confirming cause i wanted to know if he had anymore

CHARACTER ART

Colour Schemes

Alpha Design

Beta Design

page

92 of 164

92

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

Sword Art Online

Reasons for picking LS 1:

  • More bulk (Better feedback and impact)
  • Simple handle design

Reasons for not picking LS 2:

  • Might be too thin
  • Handle a little too complex for gameplay and overall game aesthetic

CHARACTER ART

page

93 of 164

93

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

Ground pound

Dash

  • Alpha

page

94 of 164

94

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

  • Alpha

page

95 of 164

95

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

(Staying In One Position)

(While Alessio Is Moving)

Normal attack

  • Milestone

page

96 of 164

96

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

  • Milestone

Jump

Run

page

97 of 164

97

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

  • Milestone

Dash

Ground pound

page

98 of 164

98

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

  • Milestone

Uppercut

Slam

page

99 of 164

99

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

Dash

  • Beta

page

100 of 164

100

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

Ground pound

  • Beta

page

101 of 164

101

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

Idle

Running

  • Beta

page

102 of 164

102

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

Jump

Normal attack

  • Beta

page

103 of 164

103

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

Hurt

Death

  • Beta

page

104 of 164

104

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

  • Beta

Uppercut

Slam

page

105 of 164

105

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Animation

  • Post-Beta

Uppercut

Slam

page

106 of 164

106

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

oh right

ah was just confirming cause i wanted to know if he had anymore

  • Preliminary Sketches - Enemies

CHARACTER ART

page

107 of 164

107

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

Melee Enemy

Hello im an infected melee enemy

Characteristics:

  • Infection Indicators
      • Barnacles growing on body
      • Sunken eyes
      • Pale/grayish skin
      • Leeches and Scales
  • Marks of an infected civilian
    • Clothing
      • Torn green hood and brown cloth
    • Eyes
      • Red
    • Colour Scheme
      • Dull green and brown
    • Body build/frame
      • Slightly slouched and bending

CHARACTER ART

Beta Design

Alpha Design

page

108 of 164

108

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Colour Schemes

Beta Design

Alpha Design

page

109 of 164

109

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Colour Schemes

Beta Design

Alpha Design

page

110 of 164

110

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

Reasons for choosing a stick:

  • To fit the lore and direction of the game, our characters do not magically spawn weapons once infected�
  • Rather than having a weapon without purpose, sticks are commonly found and can be easily replaced, reused, and picked up

CHARACTER ART

page

111 of 164

111

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

Ranged Enemy

Characteristics:

  • Infected
      • Barnacles growing on body
      • sunken eyes
      • Pale/grayish skin
      • Scales
  • Marks of an infected civilian
    • Clothing
      • Torn brown hood and green cloth
    • Eyes
      • Red
    • Colour Scheme
      • Dull green and brown
    • Body build/frame
      • Slightly slouched and bending

CHARACTER ART

Lost Ones Melee Variant

Beta Design

Alpha Design

page

112 of 164

112

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

CHARACTER ART

Colour Schemes

Beta Design

Alpha Design

page

113 of 164

113

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

Bag of rocks

A bag of rocks which the range enemy carries

Reasons for choosing rocks:

  • To fit the lore and direction of the game, our characters do not magically spawn weapons once infected�
  • Rather than having a weapon without purpose, rocks are commonly found and can be easily replaced, reused, and picked up

CHARACTER ART

page

114 of 164

114

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

POST-BETA CHARACTER ART

Shadow Enemies

Melee Enemy Comparison

Ranged Enemy Comparison

page

115 of 164

115

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

POST-BETA CHARACTER ART

Enemy Walking Animation

  • Milestone

page

116 of 164

116

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

POST-BETA CHARACTER ART

Enemy Attack Animation

  • Milestone

Melee Enemy

Ranged Enemy

page

117 of 164

117

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

POST-BETA CHARACTER ART

Enemy Attack Animation

  • Beta

Melee Enemy

Ranged Enemy

page

118 of 164

118

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

POST-BETA CHARACTER ART

Enemy Walking Animation

  • Beta

page

119 of 164

119

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

POST-BETA CHARACTER ART

Enemy Walking Animation

  • Post-Beta

We added new “Shadow” enemies for better variety and range of enemies, and how they could work together as a troop in the game.

page

120 of 164

120

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

POST-BETA CHARACTER ART

Enemy Attack Animation

Melee Enemy

  • Post-Beta

We added new “Shadow” enemies for better variety and range of enemies, and how they could work together as a troop in the game.

page

121 of 164

121

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

POST-BETA CHARACTER ART

Enemy Attack Animation

Ranged Enemy

  • Post-Beta

We added new “Shadow” enemies for better variety and range of enemies, and how they could work together as a troop in the game.

page

122 of 164

122

  • Describe the art direction of the characters
  • Draw concept design of characters with notes and comments
  • Draw the concept sprites of the characters
  • Draw the concept animation sequence of the characters

CHARACTER ART

POST-BETA CHARACTER ART

Enemy Hurt Animation

  • Post-Beta

We added new “Shadow” enemies for better variety and range of enemies, and how they could work together as a troop in the game.

page

123 of 164

123

ALPHA ENVIRONMENT ART - REFERENCES

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

Tutorial & Level 1

(Fishing Village)

Level 1

(Abandoned town)

Level 2 & 3

(Abandoned castle)

page

124 of 164

124

BETA-UPDATED ENVIRONMENT ART - REFERENCES

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

Tutorial & Level 1

(Fishing Village)

Level 1(abandoned idea)

(Abandoned town)

Level 2 & 3

(Abandoned castle)

We decided to abandon the Level 1 Abandoned Town idea as there might not be enough time to create another environment.

page

125 of 164

125

ENVIRONMENT ART - REFERENCES

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

page

126 of 164

126

ENVIRONMENT ART - REFERENCES

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

page

127 of 164

127

ENVIRONMENT ART - REFERENCES

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

page

128 of 164

128

ENVIRONMENT ART - STUDIES

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

page

129 of 164

129

PITCH ENVIRONMENT ART

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

page

130 of 164

130

ENVIRONMENT ART

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

ALPHA ENVIRONMENT ART

page

131 of 164

131

ENVIRONMENT ART

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

ALPHA-MILESTONE ENVIRONMENT ART

page

132 of 164

132

ENVIRONMENT ART

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

BETA ENVIRONMENT ART

We’re utilising Unity lighting, so colours might be off compared to in game.

page

133 of 164

133

ENVIRONMENT ART

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

POST-BETA ENVIRONMENT ART

We’re utilising Unity lighting, so colours might be off compared to in game.

Castle

page

134 of 164

134

ENVIRONMENT ART

  • Describe the art direction of the environment
  • Draw concept design of the environment
  • Draw the concept level art with notes and comments

POST-BETA/GOLD UPDATED ENVIRONMENT ART

Castle

Taken in-game’s Level 3

page

135 of 164

135

ALPHA PROPS ART

page

136 of 164

136

MILESTONE PROPS ART

page

137 of 164

137

BETA UPDATED PROPS ART

page

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138

BETA UPDATED PROPS ART

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139

BETA/POST-BETA PROPS ART

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POST-BETA PROPS ART

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POST-BETA/GOLD UPDATED PROPS

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POST-BETA/GOLD UPDATED PROPS

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POST-BETA/GOLD UPDATED PROPS

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  • List the sound effects needed for the game and for which object or animation
  • Describe the creative direction of the sound effects e.g. cartoon-like

SOUND EFFECTS

  • https://opengameart.org/content/swishes-sound-pack
  • Will be used for whenever player attacks
  • Isn’t too straining for the ears (Feedback from clients for Alpha that sound effects aren’t too suitable)

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  • List the sound effects needed for the game and for which object or animation
  • Describe the creative direction of the sound effects e.g. cartoon-like

SOUND EFFECTS

  • Fire blaze.
    • https://zapsplat.net/zapsplat-sounds/download.php?fileName=zapsplat_magic_wand_whoosh_burst_005_12550.mp3&expiry=1597667011

  • Sword impacts with rock.
    • https://zapsplat.net/zapsplat-sounds/download.php?fileName=Blastwave_FX_SwordImpactRock_BW.59334.mp3&expiry=1597630522

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  • https://www.youtube.com/watch?v=R16cVvg2OyY (Shop Music?)
  • Upbeat Jingle
  • Tutorial Music Plox niceu medieval coffin dance

BACKGROUND MUSIC (BGM)

  • List the BGM needed for the game and for which screen or level
  • Describe the creative direction of each BGM e.g. slow, soothing music

  • https://www.youtube.com/watch?v=ihqOJsFVQ7c
  • Boss Level Music
  • Intense, fast-paced, action music

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  • https://www.youtube.com/watch?v=R16cVvg2OyY (Shop Music?)
  • Upbeat Jingle
  • Tutorial Music Plox niceu medieval coffin dance

BACKGROUND MUSIC (BGM)

  • List the BGM needed for the game and for which screen or level
  • Describe the creative direction of each BGM e.g. slow, soothing music

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FEEDBACK FROM BETA

We made a feedback form for Beta for testplayers to try out the game and recorded their thoughts and feedback from it. These are all the feedback that we garnered from the testplayers.

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FEEDBACK FROM BETA

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FEEDBACK FROM BETA

In general,

  • Difficulty is just about right
  • Agreed that mechanics are well-applied and used in the game
  • Some controls aren’t really well-responsive, especially swiping down

Maybe some suggestions,

  • Enemies could use more variety, maybe another enemy that punishes lack of movement, etc. Also how enemies could be grouped together and work as a unit, instead of being randomly scattered around the level.
  • More gameplay feedback from attacking and killing enemies
  • Giving enemies more visual/audio elements, ex. being hurt, attacking, etc

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  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

23/4/2020

1.0

  • Game concepts discussion
  • Review of ideas formed
  • Decided on rhythm/visual novel game

23/4/2020

1.0

Consultation with Art lecturers:

  • Feels that rhythm and visual novel aspects do not fit together; either fit with one genre only or do something that we are comfortable with (what makes those games fun for us)

25/4/2020

2.0

  • Decided on 2D Platformer instead since most of us are comfortable with it
  • Wanted to instill a peaceful environment around while characters are of a darker tone but it was scrapped due to complexity
  • Discussion on art styles/direction that artists should take, developing ideas as going along

27/4/2020

2.1

  • Confirmation of overall story direction, setting the tone of the game
  • Developing main/sub mechanics of auto-attacking while holding attack button, swiping in different directions to attack enemies
  • Added a mechanic of a shop system, where player could buy stuff they need from the store, ex. equipment, health potions, upgrades of stats, etc

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152

  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

28/4/2020

2.1

  • Developed concept sketches and environment, compiled them together along with references to decide on the art direction to go
  • Code testing in Unity for auto attack

30/4/2020

2.1

Consultation with Art and Programming lecturers:

  • Decided to tone down on the complexity of our game
  • Hence, made a game flow flowchart, so that all of us could understand the game better as a group, while fixing the complexity and flow along the way
  • Special attacks are programmed and tested in Unity

1/5/2020

2.2

  • Reconfigured shop system (to only buy potions that increase health/increase attack in a certain duration upon entering a stage?)
  • Boss to be held at the end of Level 2
  • Updated game flow flowchart
  • Decided that narrative choices won’t affect the storyline; make it so that the player is just set on defeating the source of the virus

2/5/2020

2.2

  • Updated Mechanics section of Game Doc

4/5/2020

2.2

Consultation with Design lecturers:

  • Worked on Research section of Game Doc
  • Made a storyboard to depict the flow of the game, inserted in Doc
  • Added UI, character design sketches

VERSIONING HISTORY

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153

  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

7/5/2020

2.2

Consultation with Art lecturers:

  • Environment and Character discussion
  • Traits/Personality need to be fleshed out more

9/5/2020

2.2

  • Added ranged enemy attacks in Unity
  • Checking and improvements for Enemy and Player codes
  • Added LevelManager script
  • Character design discussion and colour schemes between Art side

10/5/2020

2.2

  • Finished Enemy prefabs in Unity
  • Added references, sketches

11/5/2020

2.2

  • Updated GD Document on Persona

Consultation with Design lecturers:

  • Backup plans in case of Red Light
  • Discussion on pitch presentation

12/5/2020

2.2

  • Added Main Menu and Pause Screen to Unity
  • Added simple Level Design for pitch

VERSIONING HISTORY

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154

  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

18/5/2020

2.2

Consultations with Design lecturers:

  • Exploring a little more options on what we could do to make it more unique as compared to previous year’s project of the same genre
  • Direction on what we should do further into Alpha

21/5/2020

2.3.1

  • Discussion and planning out Level Design
  • Created breakable objects in Unity
  • Some minor debugging
  • Projectiles now deflect back and damage enemies

Consultations with Art lecturers:

  • On the direction of the environment and colours
  • Fleshing out the personality of main character

25/5/2020

2.3.1

  • Added moving platforms and chest in Unity

27/5/2020

2.3.2

  • Balanced player stats
  • Optimisation of Uppercut, tutorial building in Unity
  • Added touch controls and UI configured for Mobile

28/5/2020

2.4.2

  • Integrated Pre-Alpha art assets
  • UI Changes
  • Added some Tutorial prompts
  • Removed Jump button by the side

VERSIONING HISTORY

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155

  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

31/5/2020

2.4.2

  • Player and Enemy script abstraction

1/6/2020

2.4.2

  • Rebuilding of Tutorial level
  • Added 2D Lighting in game as lanterns
  • Camera set to stop following when border is reached
  • Added Tutorial prompts

2/6/2020

2.4.3

  • Added level decorations for the level
  • Fixed a bug where particle effects do not render properly
  • Fixed a bug when performing Uppercut also performs basic attack

3/6/2020

2.5.4

  • Dashing now constraints Y-axis
  • Camera Zoom implemented
  • Fixed platform colliders
  • Fixed bug where enemies can attack in the air
  • Transitioned from hold to attack enemies to stand near enemies to attack

14/6/2020

2.5.4

  • Added tap to attack and hold to continue attack
  • Freezing movement while attacking in the air

18/6/2020

2.5.4

  • Added parallax scrolling to the background

VERSIONING HISTORY

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156

  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

22/6/2020

2.5.4

  • Merged Crate and Chest scripts, optimised

25/6/2020

2.6.4

  • Health and attack values increased
  • New SFX and turned to arrays

29/6/2020

2.6.4

  • Optimised controls

30/6/2020

2.6.4

  • Built Level 1 in Unity

1/7/2020

2.6.5

  • Enemy coding, hitboxes optimised
  • Updated Title Menu for Milestone
  • Animation rigging
  • Rebuilt Level 1 with new, updated assets from Art Team

2/7/2020

2.6.6

  • Alessio attack animations rigged
  • Damage output based on frame data now instead of simultaneously being executed with animations
  • Enemy animations and code updated
  • Pause screen added, restart level function also added
  • Added killzone for Level 1

7/7/2020

2.6.6

  • Created 2 camera-related scripts for metroidvania-style levels for Level 2 and 3

VERSIONING HISTORY

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157

  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

9/7/2020

2.7.7

  • Added Swinging Blades script and placeholder prefab
  • Added collapsing platform upon damage script and prefab
  • Added splinters for collapsing platforms
  • Pass-through/vertical platforms added
  • Preparation for building of Levels 2 and 3 (metroidvania style)

15/7/2020

2.7.7

  • Reworking animations and animation tree for Alessio

16/7/2020

2.7.9

  • Removed points
  • Replaced health UI sprite and repositioned to top left
  • Reworked animation
  • Fixed bug where melee enemies attack twice, also fixed to be no longer falling off platforms
  • Melee enemies will no longer chase players if they are out of sight
  • Merged colliders for ground so that player and enemy won’t get stuck in between while running
  • Restored knockback to enemies when hit
  • Added beginning level transitions for Level 1

21/7/2020

2.7.9

  • Added movement trail
  • Added Ground slam
  • Added death animation
  • Optimisation of fading script

VERSIONING HISTORY

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158

  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

23/7/2020

2.7.9

  • Updated Slam
  • Smoothen transition from movement to attacking
  • Added dash trail
  • Updated colliders in Tutorial
  • Starting with Boss

27/7/2020

2.8.10

  • Updated checkpoints and Tutorial
  • Tweaks to AI Physics, added Tutorial prompts
  • Fixed boundary not working as it should for camera
  • Added fade effects to Title Menu
  • Tweaked combo register to be more responsive
  • Added gates and danger rooms

28/7/2020

2.8.10

  • Updated Tutorial Sections, reintegrated Rage Meter
  • Updated UI

29/7/2020

2.9.10

  • Added toggle for key layouts for players to revisit whenever they forgot key controls

30/7/2020

2.9.10

  • Instead of toggle to be inside Pause Screen, made it so it’s outside
  • Finalised Key Layout Screen
  • Updated sprites and animation for Ranged enemies
  • Rebuilt Level 1 layout
  • Level 2 layout completed

VERSIONING HISTORY

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159

  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

1/8/2020

3.0.1

  • Added colliders in Level 2
  • Optimised Enemy AI and PlayerControl
  • Fixed bug where end goal wouldn’t fade out
  • Made timeframe for Swipe input longer
  • Fixed colliders
  • Enemy Health Display, updated Death Animation, Player Knockback added
  • Added gate and key manual system

2/8/2020

3.0.1

  • Tweaked and completed Level 3 layout
  • Updated one way platforms’ scripts
  • Implemented Danger Rooms

3/8/2020

3.1.2

  • Updated event room, key prefab
  • Boundaries are set up for Level 3 Camera
  • One way platforms updated
  • Level 3 bug fixed, layout finished

4/8/2020

3.1.2

  • Updated level select, added projectiles for final boss
  • Added playerprefs for saving of health within levels
  • Updated pause screens and dimensions of health bar holders to be the same for all levels except Boss Chamber

VERSIONING HISTORY

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160

  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

5/8/2020

3.2.3

  • Boss attacks and health added
  • Fixed Level 1, Level 2 and Gate
  • Fixed Tutorial according to feedback given
  • Adjusted Level Select screen so it covers entire screen
  • Projectiles no longer go through platforms
  • Replaced music for Level 2 and 3, updated all music to loop
  • Fixed bug where Uppercut does damage when used as combo ender
  • Fixed bug where all text messages will appear after player death
  • Fixed bug where enemies have their localscale x switching when player is above enemy
  • Added new SFX for Slam and Dash, updated volume of prefabs
  • Updated Level Manager in Boss Chamber to stop attack and restart level if player is already dead, added End to Boss Battle
  • Updated and added extra props for all the levels
  • Added prompts for End Goal

6/8/2020

3.2.4

  • Updated Pause Screens, updated Start Screen
  • Fixed bug where Vertical Platforms couldn’t detect ontriggerenter due to lack of trigger collider, also fixed Menu
  • Game now forces player to play in landscape mode, preventing control scaling issues
  • Added Platform and Key prompts
  • Fixed some colliders

VERSIONING HISTORY

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161

  • List the version numbers in a table form
  • Record the update/amendments/additions for each version
  • Record the date for each version
  • Change of version:
    • e.g. 1.00 to 2.00 involves a complete revamp of game mechanics but with the story and genre remaining intact
    • e.g. 1.30 to 1.40 involves amendment or addition of features to the game or adjustment to game mechanics
    • e.g. 1.07 to 1.08 involves problem solving like bug fixing

VERSIONING HISTORY

Date

Vers.

Changes

11/8/2020

3.2.5

  • Ending Swipe on Attack/Jump buttons now registers Swipe
  • Fixed bug where Player can do Ground Pound while moving
  • Fixed bug where Player can move during Slam
  • Sensitivity slider added in Pause Screen
  • Resized Canvas for Level 1

12/8/2020

3.2.6

  • Updated most of the animations for Alessio because of flowing cape
  • Fixed vertical platform bugs
  • Fixed Canvas

13/8/2020

3.2.8

  • Updated some animations for Alessio and enemies
  • Fixed Layering issue that bugs raycasting on Pause Screen
  • Added and finished Narrative for Tutorial, updated Tutorial prompts, updated compression for SFX and music

15/8/2020

3.2.8

  • Narratives updates

16/8/2020

3.2.8

  • Added narratives to Level 2 and 3
  • Disabled raycasting for texts

VERSIONING HISTORY

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VERSIONING HISTORY

Date

Vers.

Changes

17/8/2020

3.3.8

  • Created echo prompt that would display narrative message when hit
  • Added those echoes in Level 1
  • Added new SFXs, updated Layout Screen to include swipe area
  • Replaced new boss music

17/8/2020

3.4

  • Added Skip button to skip intros, sensitivity is now saved between levels using playerprefs

17/8/2020

3.4.2

  • Added guide to which portion of the screen registers swipes, made UI elements non-raycast targets to prevent unresponsiveness.

17/8/2020

3.4.3

  • Fixed Skip button bug where it would not fade away after intro, also fixed a bug where Player character does not immediately activate after skipping intro

18/8/2020

3.4.4

  • Fixed bug where swipe inputs are registered when game is paused
  • Fixed bug where Skip button completely disables UI elements assigned to it
  • Fixed Layering Bugs with UI components

18/8/2020

3.4.5

  • Credits reintegrated

18/8/2020

3.5.5

  • Added more chests and loot to crates in levels
  • Volume readjustments to enemy sfx
  • Replaced Enemy attack growl with a less aggravating sfx

VERSIONING HISTORY

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VERSIONING HISTORY

Date

Vers.

Changes

19/8/2020

3.8.5

  • Updated animations for slam and uppercut
  • Added new “Shadow” enemies

27/8/2020

3.8.6

  • Added loading screen between scenes

28/8/2020

4.0.1

  • Ending sequence after boss and credits done
  • Updated main menu art and level select screen
  • Fixed bug where sensitivity is set to 0

29/8/2020

4.1.1

  • Added BGM in main menu

30/8/2020

4.4.6

  • Fixed Alessio’s idle and normal attack animation
  • Final touches to enemy feedback
  • Updated assets in Level 3, level design, some props, and adjusted lighting
  • Added camera zoom out and eye
  • Updated parallax scrolling background for Fishing Village
  • Updated assets for Level 2, adjusted lighting
  • Tweaked background for Tutorial and Level 1, added more decor assets in there
  • Added decor to Boss Chamber

31/8/2020

4.6.0

  • Bug fixes, updated key layout screen
  • Added shadow enemies to Levels
  • Tightened vertical movement
  • Increased attack rate
  • Replaced level select scrolls and updated level select descriptions for each level

VERSIONING HISTORY

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VERSIONING HISTORY

Date

Vers.

Changes

31/8/2020

4.6.3

  • Sound effect and particle effects added to Key prefab
  • Fixed Bug where Combo Register is still in effect when player is not performing a Combo
  • Made Camera zoom out in Level 3 smaller to reduce lag from eye prefabs

31/8/2020

4.6.4

  • Added Light effect to SoulFlayer enemy

VERSIONING HISTORY

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