SPELLDAGGER
Sole Developer:
Designed and implemented spelldaggers
Programmed custom guard AI, pathfinding, and line-of-sight systems
Created a custom level editor to support development
Designed and built levels using custom editor
Programmed and implemented unique mechanics for each area
Drew and animated all sprites and particle systems throughout the project
Composed music for the opening area
Process
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I first worked on getting the basic technology in place. In this case, this involved learning about sprite masks, their limitations, and how to use them.
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Once I had a single reflection working, I examined the use cases for this system and the workflow it would be involved in.
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I identified that the ability to have both multiple reflected objects and multiple reflective surfaces in the same room was key. Additionally, the process to configure a new reflective object/surface should involve as few steps as possible.
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I then developed a set of scripts to allow designers and artists to implement a new reflective object/surface with a single component.
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Finally, I created documentation and example prefabs to allow for easy use and expansion of the system by others further down the line.
An in-development top-down 2D stealth game set in a small open-world city.
GOAL
To encourage players to develop and execute their own unique plans to successfully complete the heists presented to them
SPELLDAGGERS
The players' primary tools for interacting with the world are a pair of daggers that can be enchanted with runes found throughout the city
These can be activated at range, widening players' range of influence over the world but must be left behind to maximize utility, limiting players' options temporarily
Careful planning is required to take the most advantage of this risk-reward tradeoff
The daggers were the first elements of Spelldagger to be formalized
The extra utility provided by the runes is designed to maximize the number of unique methods players can use to approach each heist
The tradeoff in leaving the daggers behind to get the most out of their effects is designed to encourage players to plan heists in advance in order to make the most of their available options
HEISTS
When designing a heist, I first determine a goal: What is the player trying to steal?
Then a core mechanic is chosen for the heist, perhaps an interconnected ecosystem of plants, or an automated alarm system
Next, the level layout is sketched out on paper and then in a custom level editor (see below)
The layout is designed to be complex with multiple essential steps and a myriad of possible entry points, escape routes, and paths between them
This complexity is used to incentivize players to craft their plans in advance
Finally, I determine what information would assist players in completing this heist and spread it out throughout the city in the form of notes, documents, and other instances of the mechanics
The complexity of each heist makes them nearly impossible without this information, incentivizing players to explore the world
Each clue points to another so players always have an avenue to pursue
LEVEL EDITOR
Spelldagger is a top-down 2D game. However, levels are not designed on a grid. Instead, walls consist of a line connecting any two grid corners at any angle. This unusual level design method necessitated the use of a custom editor.
ORIGINAL PROTOTYPE
The first prototype of the level editor was only able to draw walls and texture the background. As the project evolved, it became necessary to implement functionality for importing, placing, and moving objects. This version was then used to create the initial demo of the game.
REWRITE
Over the course of its development, the editor has undergone two complete rewrites. One early in development once I had become more familiar with the data structures used, and a second a year later as a refactoring effort to clean up the code and provide some optimizations. It is this iterative process that has allowed the editor to stay relevant throughout the game's development.
CURRENT FORM
Eventually, the end goal for the editor transitioned from simply a tool to aid development to being part of the game itself. To this end, the editor has expanded to allow it to control nearly all aspects of the level from guard paths to player-readable documents. Not only will these enhancements allow it to be packaged with the game for players to use, they have also streamlined development and allowed for quicker iteration on complex level designs.




