Undead Valley project
This is a small game made in 2,5 months of development, most of wich was just me trying to figure out how to code and use construct as a main game engine. I'm happy with what i've made and will probably consider updating the game with more content, but as it is I am full of uni work and I am working on a new game that will eat most of this semester's free time.
Next is an overview of the game so far.
Early game art and hud concepts, only 1 enemy. Enemy deaths and damage particles were added much later
Achievements were added in the late stages of gamedev as a way to add new challenge and objectives to a short game, also you can see the new tile art
Character movement was based on his legs moving independently, his torso acted as a turret to spin around and direct atacks. Buildings ceilings fade out when inside them, obscuring their layout when outside.
A tutorial level to teach the player the mechanics, also here you can see some physics interactions with the thrown object
Stealth mechanics were implemented late in development, they work in conjunction with the zombies ai pathfinding. Zombies have a maximum range and will try to predict player positions when out of sight, this works sometimes but most of the time they just move to your last spotted location. Bushes can hide you from zombies, but they still can attack you when in contact
The player has different animations depending on what he is holding
The players stamina bar is represented as a plastic bottle holding water. It can be refilled at water fountains
Red Buttons activate lights on the end gate, all four lights needs to be active to end the level. Blue Buttons open doors in the level. Buttons can be interacted with the player or other physichs objects being thrown
There was four maps to be added:
- Tutorial
- Power Plant
- Long Road
- Big City
here are their layouts and design, the last two are just concepts and were never further developed.
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