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王天睿 华中科技大学 蒋皓文 华中科技大学 邓子涵 南方科技大学

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01

Game setting design

This is an initial game setting that will be adjusted as the game develops.

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The initial settings of the game

Type of the game: RPG

Story oriented + Collection driven

The hero can discover save points as he explores, collecting different weapons, charms, or items which are important to the ending. Gathering story information during exploration drives the player to continue playing. Points earned by killing enemies can be upgraded at save points, which can increase health, energy, and attack.

During the collection process, we will get different weapons, some of which have different mods and will have different attack mods.

Multiple endings: Some hidden key items will lead to different endings, and we will set up some story information to give hints. This process of exploration also increases the player‘s desire to explore or replay the game.

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Initial map design

The hero is a first-time visitor to the village, and after the opening he can go to any of the three parts of the map - the castle behind the forest, the church built on the hill, and the seaside town. In his exploration he will discover the secrets hidden in the village. I'll keep that a secret for now.

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02

Hero Control & Animation Draft

The characters and specific animations shown in the PPT are not the final version. Since the art material has not been finalized, this character is just a carrier to realize the control and animation logic and is only used for initial development. It will be replaced after the art material is finalized, and the developed code logic will remain unchanged.

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Hero Control:

A/D keys to run left/right (including running animation)

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Hero Control:

J key to attack (press J continuously to perform multiple attacks with different actions,still not realized)

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Hero Control:

space bar to jump (whether a double jump is needed depends on the design and difficulty of the maps, now a single jump is temporarily used)

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Hero Control:

When a character is hit, health(HP) is lost, and there are a series of characteristics when being hit (maybe the character flashes? The color changes, such as turning red? Being knocked back a little?)

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Hero Control:

The character dies when the health(HP) is 0

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Hero Control:

More ideas have not yet been realized:

Q key for attack mode switching: Maybe different weapons can be used, for example, short weapons can perform three-stage attacks, and long weapons can only perform single long-interval attacks, but the attack range will be larger.

S key for item collection: Maybe some drops will be set as items with enhanced attributes, or some badges will be related to the achievement system

E key for scene interaction: In the scene transition, a portal may be designed, and you can only enter by pressing E key. This can be used to realize that the character has multiple level choices, while ensuring that the plot is not single-line.

This is the simplest scene interaction, and maybe we will design it more complicated, such as triggering some switches in the map to change the terrain to achieve strategy and fun.

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03

The profile of enemies

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Enemy: Undead

The Undead are a terrifying group of creatures resurrected in the darkness, their decayed bodies still brimming with malevolent power. These beings were revived by ancient cultists to guard the deep secrets hidden within the fishing village. Though they move slowly, each step they take carries an ominous threat. Their eyes flicker with a faint grey glow, seemingly capable of piercing through the darkness to spot anyone who dares to approach. When battling the Undead, be extremely cautious, as their attacks not only harm your body but also gradually corrode your soul, plunging you into endless fear and despair.

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Enemy: Werewolf

The Werewolf is a terrifying creature that transforms under the full moon, appearing as an ordinary human during the day but becoming a ferocious beast at night. Their muscles swell, sharp claws and teeth emerge, and their eyes burn with a wild glow. Legend has it that these werewolves are cursed villagers, losing their humanity and turning into bloodthirsty monsters every full moon. Werewolves possess incredible speed and immense strength, capable of tearing apart their enemies with ease. They guard the cursed fishing village, and any intruder will face their lethal attacks. Beware the sound of footsteps at night, as it may be the harbinger of a werewolf.

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Enemy: Wizard

The Wizard is a mysterious and awe-inspiring character, perpetually shrouded in shadows, with a peculiar rhythm to his stride, as if each step casts an ancient spell. When he stands still, it's as if the entire world holds its breath, but once he attacks, it's with the swiftness of a thunderbolt, accompanied by lightning and smoke. Dressed in a long robe and wide-brimmed hat. This Wizard not only wields powerful magical attacks but also manipulates the minds of his enemies, plunging them into chaos and fear. He is the guardian of the cursed fishing village, sworn to protect its secrets from any intruders.

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Enemy: Others

  • Defeating these monsters has a chance to drop special items.
  • Additionally, when the character is attacked by certain monsters, the character may receive a debuff from the monster.

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04

Challenge

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Challenge1

  • Currently, only stationary jumping can be achieved, while other actions cause bugs, such as getting stuck on walls or having uncoordinated movements. For character jumping, whether to implement a fixed number of multi-jumps and how to limit the number of jumps to prevent infinite jumping, there is stiffness and delay between the three-stage attacks.

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Challenge2-3

  • Connect the main menu and game menu with a loading screen, and transition to a new scene afterward. The loading screen includes a loading bar and a small animation. Additionally, use some transitional animation effects to make the scene transitions smoother.
  • How to ensure the enemy's automatic patrol function during design, for example, stopping for two seconds when encountering a wall, and then automatically turning back.