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Showing posts from January, 2022

Game Design Project : Entry 9 - Level Design through Procedural Generation

 Level Design is the most important screw that holds DungeoNeer together. As a roguelite game the player gets a randomized set of tools and equipment at the start of each run. As they progress through the dungeon they can collect materials and other components to craft more tools that would allow them to access previously inaccessible areas. The game is primarily a stealth game (with action and combat elements), so the levels have to be intricately designed to allow players to sneak past the enemies and obstacles, however they choose to. Since the player may not have access to some of the pathways due to them not having the right tool to open a vent or a locked door that requires a keycard; the levels have to be constructed in such a way that there is always a way for the player to progress regardless of what loadout they start with. So, in essence the game doesn't fully halt the players progress, it merely slows down and restricts the player's passage through that path tempora...

Game Design Project: Entry 8 - Prototype development

 For the project I decided to showcase the tools functionality and level design in DungeoNeer through a 3D animation. The walk through will start from the beginning of a run when the player spawns and collects their random set of tools and equipment from the bench.  The below image is a render showing the bench with all the tools that the player gets to start the run with. This was rendered with Cycles which is a physical based render engine that used raytracing, but this may not be a feasible option for rendering the whole prototype as a single frame in Cycles can take upwards of 60s to render on my PC.  Some key game mechanics that I wish to show off in the prototype are :  Multiple runs within a single cycle and letting the player see the changes to the game world  Traversing through ventilation ducts  Climbing over and walking across pipes Sneaking around enemies and using ranged weapons Show the DIM Scanner in action Show the electrical puzzle mini gam...

Game Design Project: Entry 7 - The 9 Dungeons and their Nordic connection

 I am quite surprised and kinds disappointed that I didnt make this connection sooner. The Research facility is has 9 departments which will be referred to as dungeons from this point on. I was looking for inspirations and design ideas to make each of the dungeons distinct with regard to their level design, how the map is laid out, what kind of enemies are more commonly seen, what hazards are predominantly present etc. From a level design perspective this is crucial to figure out as this creates an sense of  predictability and familiarity for the player even if the levels are randomly generated. I had to add a few more new dungeons to get the number up to 9 so that it can fit with the Norse myths. Each dungeon in the game is analogous to the mythical realm with regard to their atmosphere and art direction. So I decided to name it Yggdrasil, so just like how the mythical cosmic tree is at the center of the cosmos and is connected to every realm, so is the research facility and ...

Game Design Project : Entry 6 - Game Art Updates

 All of the following 3D meshes were modeled in Blender and textures were made using Photoshop and shaders within Blender.Each of the models are showcased in 2 different perspectives- one in a FPS point of view as the model would look in game and another full side view of the model. 1. Blowtorch - One of the mid game items and quiet powerful tool in the Engineer's arsenal. Can be used in combat but is primarily used to melt wire fences, vent covers, sheet metal and low level locks. 2. Bolter - is one of the first weapons the player acquires in the game. Its basically a a set of pipes on guide rods against a spring held up by a trigger. Primarily, its a bolt action sidearm that shoots Hardened Bolts and ball bearings. its a simple yet versatile and powerful weapon. 3. Fireman's Axe - just a simple, reliable, one-handed axe with a mean edge. Useful in combat and in breaking wood and softwalls. 4. Chain Wrench - this is the final form of the Wrench capable of performing every othe...