University BA Y1 Project, created with the primary goal of having:
1) Multiple Abilities
2) RPG-like camera and movement
3) Hack n Slash-like combat
Similar to P-Yuuki Tensei, I knew I wanted to create an RPG or JRPG-like game. So I thought about creating a hack-n-slash video game as well as I could in a short amount of time (Over the course of aprox 2 weeks). I quite liked the game Fate/Extella Link by Marvelous so I wanted to see about creating some features similar to it. One aspect I wanted to create was an A.I. Control, which would force only 3 enemies to be able to attack the player, regardless of how many are currently targetting the player. I wanted to do this so that the player could still feel threatened by multiple enemies, but didn't have the risk of being aggressively overwhelmed by dozens of attacks.
There are various things I did not have time to implement with Deus Luctus. The primary one being a special camera system which would have different camera styles be used in different areas of the game. For example, if the player was to go onto the large raised platforms behind the tower, the camera would transition from a third person camera, to a static top down perspective.
I would like to revist Deus Luctus to apply these features that I didn't have time to implement. Possibly in another prototype / game.
University BA Y1 Project, created with the brief of "Tower defence".
My main focus was to try to recreate a system where individual towers are able to target enemies in various different ways based on: Health and Distance. Additionally, I wanted to be able to create a modular system of enemy waves, were I could freely swap in and out what enemies would appear. As well as also change various other factors between each wave / wave section (such as timing between spawning).
I wanted to also create a system where towers could be upgraded and have "sub-towers" which each main tower would have access too. Unfortunately, I did not have the time to do this before my deadline.
University BA Y1 Project, created with the brief of "A game with a meaning".
My idea behind Your Heart, Asunder was to showcase how not everything that everyone is facing is blatently apparent, and that they could be feeling / experiencing something that an outsider would have little to no understanding of what the other person is going through. I wanted to showcase this exclusively via gameplay and environmental storytelling.
The experiences I showcased in Your Heart, Asunder are problems that either I have faced myself or have seen experienced by people I know.
The final prototype in my "P-" series, where each prototype game had a maximum of 1 week to be produced.
University BA Y1 Project, created with the brief of "A game where a feature common of the genre is missing".
This was my second project for my BA course, so I knew I wanted to make something interesting. My favourite video game genre at the time was (and still is) JRPG's, so I thought to create one here.
Arguably the most common feature of JRPG's (and RPGs as a whole) is the use of Experience points and Levels. So I challenged myself to remove those while still keeping a single-party system. Not too long prior to this brief I had read a short story about a creature that would infect others and be able to "swap" between infected bodies at will. Using the concept from that story I created a turn-based strategy game where the player could infect and take control of various enemies.
Once the player has infected an enemy, the player would gain the npcs: Name, Damage and Health values, but with a slight increase to them. Any health the enemy had lost would be slightly regained when the player took control of them.
I would like to revist this concept one day and expand on it, giving more functionality to infection and create a wider world for the player to explore and absorb.
A prototype in my "P-" series, where each prototype game had a maximum of 1 week to be produced.
University BA Y1 Project, created with the brief of "A game with a system". P-Berserk was the first game I made at university.
This game was given a very simple brief, a game where there needed to be a functioning system.
To keep the game simple, I decided to just create an endless top-down shooter that would get harder as time progresses. For the systems used, there is an endlessly spawning wave of enemies that maxes out depending on: The time played and players kills.
Each enemy spawned will have its stats modified based on the above variables as well, becoming stronger, faster and tankier. In addition to this, and the namesake for the game, I created a berserk system where the player could turn "berserk", they would grow in size and leak out voxel blood particles. During this form the player would have most of their stats increased by percentage, including: Bullet Distance, Bullet Speed, Bullet Damage, Health and Movement Speed.
The first prototype in my "P-" series, where each prototype game had a maximum of 1 week to be produced.