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Sunday, 8 October 2017

Closing up

Here it is, one of the (if not) final updates for my MA.

So what did I do this semester?

At the start of it I revisited my Semester 2 work with the intent of working on that throughout, however I felt that I couldn't add much more to it, so I decided to create a new project entirely.

What I did manage to add, though, was a shortcut menu, inspired by a playthrough of Kingdom Hearts. It helped me realise that some spells were a little complex, and in a tight situation wouldn't execute as fast as I'd hoped. So I added in a shadow that would be assigned to one of three slots. Depending on how complex the spell would determine how long it took for the shadow to cast, and I feel it was a nice addition that sped up more intense combat.

I recorded a new video below to show it in action.



After I amended that, I thought that the project was lacking with how it handled movement. The level design offered no compliments to the gameplay outside of battle, and to add more movement mechanics would have tipped the balance from being so heavy focused on the combat.

My compromise was to call this project as a game combat focused, and move onto a new project which would merge the movement and combat into one seamless experience.

Because I didn't have much time to execute, I decided to make it a 2D platformer.

The final video is below.


Transitioning from the movement to the combat is as seamless as possible. I feel as though I've created a blend of two different game modes. The controls never change to accommodate either mode, and so gives a consistent feel.

I'll write up a more in depth postmortem, but this is all of my work for 3rd semester, and my final submission for my Masters degree in Games Design.

I'm gonna miss it.

Here's to