Mau Lundell
Technical Designer
About:
Play as the adventurer that has been tasked to find the holy artifact to save the town from imminent peril. All you have with you is your sword, bow and your mighty courage.
Details:
Roles:
Gameplay Designer, Programmer, 2D Artist
Time:
About 8 Weeks of allotted work time
September 2018 - April 2019 (2 Lessons a week)
Team size:
3 (3 Designers)
Tools:
Gamemaker Studio 2, Github, Trello, Discord
Workspace:
Offline (Mediagymnasiet Nacka Strand)
My Contributions
Gameplay Design
Prototyping
Programming
Art
Core Gameplay
Level Design
Upgrade Design
Boss Design
Gameplay Blockout
Gameplay Iteration
Level Blockout
Player Movement
Player Abilities
Bosses
Dialog
Enemy Behavior
Game Controlling
Tileset
Poster
Miscellaneous Assets
Gameplay Conception
The Adventurer!
The main goal we presented to ourselves was to create a game that encourages exploration and a sense of action.
We did this by creating the theme of an adventurer that has a lot of different tools under his belt. We designed the items so that they could be used both in combat and when exploring to create more emergent systems.
This is the Adventurer
The first design on Paper
This is the Adventurer
Find your Upgrades
You can acquire some abilities throughout your adventure. The lot includes:
Sword - Deal damage and destroy objects
in melee range.
Bow - Shoot a magical arrow to deal damage or
hit buttons from afar.
Magical boots - Dash a small distance over pits.
Ice rod - Freezes water and enemies for a short time.
Hookshot - Hooks to pillars and pokes enemies.
Creating bosses
Starting with pen and paper we designed a few different bosses to have in the game. We thought about the phase progression and how to create an interesting layout where the player could use their abilities in a compelling fashion.
Because of some complications we were only able to put one of the bosses into the game.
This is the concept for the boss we used. It was the last boss we made. To defeat it you use the Ice rod.
This was the first one we made. To beat it you needed to use the Dash ability.
This was the third boss. It was scrapped first in favor for boss #4 since we couldn't code it. It was planned to use the Ice rod to defeat it.
This is the concept for the boss we used. It was the last boss we made. To defeat it you use the Ice rod.
This shows the gameplay Level that is places before you fight the Boss.
This shows The whole games levels.
This shows the level design for all the paths, even those which got scrapped.
This shows the gameplay Level that is places before you fight the Boss.