Isometric 3D
Isometric 3D
Isometric 3D
Project Description
Experience the history of a fantasy world playing out in real time. Players are in a fantasy world reliving the same week of events over and over again. To break the loop players must overcome the power of the main boss who they inevitably fight at the end of the week - the key to success is to prepare. Players must learn about the history and secrets of the world that surrounds them, and use their time as efficiently as they can. The narrative dissects topics such as environmentalism, time anxiety, and other related issues.
Working on this project, I have so far learned how to code scalable observer patterns, event systems, and further developed my understanding of object oriented programming.
Thesis: Make an open world roguelike, where your character’s end game “build” is limited not by the amount of dungeon rooms you clear, but by the amount of time you have in the world.
Sub-themes: dark fantasy, end of the world, isometric 3D,
Comparable games: Hades, Outer Wilds, Tunic, Zelda: BOTW, Zelda: Link’s Awakening, God of War Ragnarok,
Genre: Narrative driven, Open world, Roguelike (lite), Fantasy, Combat, Puzzle, RPG
GDD
Click HERE to look at the game design document.
Currently Implemented Mechanics
Player control
Camera control
Time manager (timer, dayphase state machine, event system)
Interaction manager (scalable abstract interaction manager)
Lights that turn on during night phase
Grabbable item float animation
Easily implementable dialogue/text interaction
Project Description
Experience the history of a fantasy world playing out in real time. Players are in a fantasy world reliving the same week of events over and over again. To break the loop players must overcome the power of the main boss who they inevitably fight at the end of the week - the key to success is to prepare. Players must learn about the history and secrets of the world that surrounds them, and use their time as efficiently as they can. The narrative dissects topics such as environmentalism, time anxiety, and other related issues.
Working on this project, I have so far learned how to code scalable observer patterns, event systems, and further developed my understanding of object oriented programming.
Thesis: Make an open world roguelike, where your character’s end game “build” is limited not by the amount of dungeon rooms you clear, but by the amount of time you have in the world.
Sub-themes: dark fantasy, end of the world, isometric 3D,
Comparable games: Hades, Outer Wilds, Tunic, Zelda: BOTW, Zelda: Link’s Awakening, God of War Ragnarok,
Genre: Narrative driven, Open world, Roguelike (lite), Fantasy, Combat, Puzzle, RPG
GDD
Click HERE to look at the game design document.
Currently Implemented Mechanics
Player control
Camera control
Time manager (timer, dayphase state machine, event system)
Interaction manager (scalable abstract interaction manager)
Lights that turn on during night phase
Grabbable item float animation
Easily implementable dialogue/text interaction
Project Description
Experience the history of a fantasy world playing out in real time. Players are in a fantasy world reliving the same week of events over and over again. To break the loop players must overcome the power of the main boss who they inevitably fight at the end of the week - the key to success is to prepare. Players must learn about the history and secrets of the world that surrounds them, and use their time as efficiently as they can. The narrative dissects topics such as environmentalism, time anxiety, and other related issues.
Working on this project, I have so far learned how to code scalable observer patterns, event systems, and further developed my understanding of object oriented programming.
Thesis: Make an open world roguelike, where your character’s end game “build” is limited not by the amount of dungeon rooms you clear, but by the amount of time you have in the world.
Sub-themes: dark fantasy, end of the world, isometric 3D,
Comparable games: Hades, Outer Wilds, Tunic, Zelda: BOTW, Zelda: Link’s Awakening, God of War Ragnarok,
Genre: Narrative driven, Open world, Roguelike (lite), Fantasy, Combat, Puzzle, RPG
GDD
Click HERE to look at the game design document.
Currently Implemented Mechanics
Player control
Camera control
Time manager (timer, dayphase state machine, event system)
Interaction manager (scalable abstract interaction manager)
Lights that turn on during night phase
Grabbable item float animation
Easily implementable dialogue/text interaction