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Sep 26, 2023
Data Purge: Presentation and Reflection
I handed in the final version of the project recently and produced a demonstration video explaining all the implemented systems: I also...
Sep 10, 2023
Data Purge: Game Design Document
This project will be coming to an end in only a few days time so I have updated, filled out and finalised my game design document. There...
Sep 10, 2023
Data Purge: Finale
In my previous post I showed off the narrative system I have implemented into the game but refrained from showing off the final boss...
Sep 5, 2023
Data Purge: Narrative Implementation & A Combat Rework
Since my last post, I have implemented the narrative system into the game, including voice acting for O.V/Overlord and the Hacker....
Aug 17, 2023
MFP: Narrative
To provide the player more context and motivation to play the game, I will be implementing a narrative delivered via on-screen text and...
Aug 16, 2023
MFP: Audiovisual Design
Since my last post I have mainly been focusing on improving the look and feel of the game. The feedback from my interim report indicated...
Jul 30, 2023
MFP: Inventory UI & Equipping Abilities
I have continued to work on the inventory and ability loot system and made some great progress. At this point the system is pretty much...
Jul 27, 2023
MFP: Ability Inventory and Loot
A major USP (unique selling point) of this project is the procedurally generated abilities. Starting characters off with a set of random...
Jul 26, 2023
MFP: Ability Generation etc
Since my last update, I have designed and implemented the ability generation system, done a balance pass on the game, fixed a ton of...
Jul 26, 2023
MFP: Interim Presentation
I recently completed my interim presentation for the game, demonstrating my progress so far. Here are some screenshots of my slides along...
Jul 20, 2023
MFP: Objectives
We have a working combat and level generation system so now we need something for the players to do within those levels to complete them...
Jul 18, 2023
MFP: Level Design and Lighting
The deadline for this project's interim report is coming up and so I'm currently very focused on getting the prototype to a presentable...
Jul 6, 2023
MFP: Cast Times, Interrupts & Stuns
Up until now, characters have had free reign to instantly fire off abilities whenever they like. This is fine when you are dealing with...
Jun 30, 2023
MFP: Level Generation
Now that the base combat system is functioning and the UI is conveying everything we need for now, its time to begin designing and...
Jun 28, 2023
MFP: Enemy Health Bar and Combat Text
Previously I implemented UI elements to tell the player the most vital info, their character's stats and abilities. Now I have moved on...
Jun 26, 2023
MFP: Player and Ability Stats UI
Developing your character throughout a playthrough is a key component of the RPG experience. To be able to do this effectively you need...
Jun 23, 2023
MFP: XP and Levelling
A key part of any RPG is your character increasing in level, and therefore in power, as the game goes on. Some games employ unusual...
Jun 23, 2023
MFP: Self-Target & Support
In the process of designing and implementing AoE abilities I also added the "offensive" variable which allows abilities to be set to...
Jun 21, 2023
MFP: Area Abilities & Stacking Effects
Previously, I went through the implementation of your fist multi-target ability type, a piercing projectile. This can allow characters to...
Jun 20, 2023
MFP: Directional Targeting & Projectiles
Unmissable point and click abilities are all well and good, but they tend to lack skill-expression and so can't be made too powerful....
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