Our sevend project after dive was also developed with the Unity engine and is a dungeon crawler with a steam punk setting.
The core aspect of the game was the alchemy system. The multiple different substances that can be found in the environment can be used on enemys, the player himself and objects in the environment. With them you can cause explosions to damge your enemys, smoke that hinders enemy sight or freeze them for a while to get a breather to get a better hold on the other oppenents. The alchemy results from combining different elements which can be used by infusing ones sword, shooting it with a gun, building traps, or using the shots of the enemies.
The following pictures are showing an enemy infused with one element, the player uses an other element to freeze him.
The core aspect of the game was the alchemy system. The multiple different substances that can be found in the environment can be used on enemys, the player himself and objects in the environment. With them you can cause explosions to damge your enemys, smoke that hinders enemy sight or freeze them for a while to get a breather to get a better hold on the other oppenents. The alchemy results from combining different elements which can be used by infusing ones sword, shooting it with a gun, building traps, or using the shots of the enemies.
The following pictures are showing an enemy infused with one element, the player uses an other element to freeze him.
The player can also be hurt throught effects of friendly fire. Triggering an explosion in melee distance will damage the player as well. In contrast to the sword the gun can't inflict damage on its own it can only be used to shoot alchemy substances to trigger the effects of alchemistical compounds from and on the enemies or the environment.
As the lead game designer in the studio my most notable roles were the planing and dokumentation of game mechanics such as the effects which will be caused by the combination of different elements, level design and playtesting.
The other team members on this project can be found on the Spooky Bird page.
As the lead game designer in the studio my most notable roles were the planing and dokumentation of game mechanics such as the effects which will be caused by the combination of different elements, level design and playtesting.
The other team members on this project can be found on the Spooky Bird page.