Death Seekers
- Joseph Chalmers
- Aug 4, 2024
- 3 min read
This project was developed through my time at Coventry College in a small team of a designer, programmer and three artists where we all were tasked with creating design documents for a given brief. After presenting our ideas to one another we then voted on the documents and developed the chosen document into a game. Our chosen idea was death seekers, based on greek mythology our open world RPG gave the character the power to explore an open world and find chests, when opened they give the player an item from a generated loot table I created. The player will discover a variety of enemy types through out the world with bosses the player must defeat to continue however during this game we only made one boss.
The unique mechanic of this game was when the player died, they would be teleported to Tartarus a limbo world. This is a place where the player can sell and buy items at a market and use a portal on a base place to teleport back to the real world. The player can also use a crystal to drain the life from the player taking them there without having to die in combat. I also created the AI for the enemy using data nav mesh for their movement, they were all given animation and a basic roam system depending on the enemy type, Once the AI spots the player they will chase them down and attack if they are close enough. The combat system was done through collision frames in the animation.
The player menu UI I created had many tabs along the top, these tabs included Inventory, Map, Ability, Setting and Back to game. The inventory was created by boarder made by our artist that would hold the png for each of the items and rarity. There were slots along the side for the player to equip the items and in the middle was a animated idle model of the player. The ability tab had optional upgrades the player could purchase with the game secondary currency known as souls. The player can upgrade individual stats such as health, speed and damage while also being able to swap out and buy new abilities such a homing orbs, projectile based attacks, stone skin ability increase defence.
Our 3D modeller created player models and weapons which would deal damage through animation based collisions to deal damage. The player also had the ability to dash that would make them temporarily invulnerable to attacks, during testing our biggest issue was chain using the dash to build moment and fly across the levels to finish the game in seconds this was later patched before the deadline. The player combat was based on timing and positioning making sure you swing will collide with the enemy before their swing will collide with the player.
In the world the player can interact with chest breaking the top open and giving the player an item through a randomised system, each item has a name, image, rarity and defensive value that when equipped negates damage taken by the player. The chest had specific spots through the level and had to made so they wont respawn after the player has swapped maps. Another issue that arrises while swapping maps was the player value resetting to default to combat this issue, I made a save and load system while moving between maps. This stopped value changing between maps
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