ascent of the dragon :
a feudal japanese
run & Jump
experience
Process
By working with a clear reference I had an easy time creating our initial prototypes with our programmer and testing out how our game play loop would work. I sketched simple concepts for further mechanics, and then worked them into the level concept that was made by a fellow designer. After feedbacking, updating and polishing the concept I used the tool made by our programmer to implement each walkable tile in 2.5d space.
level designer
- Made the blockout for our level
- Built level matching team’s goals
- Balanced numerical aspect of mechanics
- Created interesting choices within the level
mechanics designer
- Jump, (Double jump, coyote time)
- Bubble trap attack (ability that captures enemies)
- Level pickups, keys (and their tie-in with level design)
findings
- Learned effective communication (standups, meetings, documentation)
- Learned blockout skills in Godot
- Practised and learned Game Engine skills
- Used Tilemaps for blocking out and building finished level