possomheo
possomheo
9 posts
Don't wanna be here? Send us removal request.
possomheo · 1 year ago
Text
Game Mechanics and Refinements Made
Functioning and animated death screen once the player lost all lives. Custom buttons to restart or quit were implemented
Functioning character movement - walking and jumping
Additional play movement was added such as wall climbing and dashing.
Appropriate sound effects were added to the player’s ability and interactions with world objects
Fully functional and animated title screen. Custom buttons for controls, credits and play were implemented.
Completed visuals of the game (retexturing of platform, obstacles, decor and interactive world objects)
Fleshed-out interactive dialogue and storyline are available for the player to enjoy
Completed and intentional level design to introduce the player to the controls and overall feel of the game
Introduced a new game concept in which the player was timed to revive tree logs
Small end animation to indicate the player is loading to a new area (level 2)
Character interactive with world objects - mushroom jump pad, thorn obstacles and dialogue interaction
Playtester's Input
There was repeated mention of the high-quality visuals and music in our game with a couple remarks to improve the visuals with minimal touch-ups.
Players reacted well to the unique 'restoration' play of the game which indicated to us that not much work is required.
The level design for the game was overall great with only a couple visual errors that were easily corrected. However, some of the assets are blurry and unclear which will need to be redrawn, to make sure they are all in the same size and style.
Most of the playtesters commented on the physics and player movement of the game. It is clear that this is a priority that needs to be fixed (possibly in a different game engine) to positively further develop the gameplay.
Tigress'Trials (Group Project)
For my 3rd Assignment, I grouped with 3 other classmates to create a fully fleshed-out platformer game with functioning mechanics, a storyline and a purposeful level design. The game we decided to build on was Jorja's platformer game "Tigress' Trials".
Planning Due to our excitement in creating a fully developed game, our group overshot the bar. Where there was meant to be a total of 3 levels, including a boss fight and cliffhanger, we developed a full level within 5 weeks. However, some of the characters I created were not shown as planned.
As everyone in the group was an artist, we decided to focus more on the visual aspects of the game. It was incredibly rewarding to see all our playtesters commend the visuals of the game.
My Work My role in this project was mostly the game art and character design. For this project, I retextured the world with dark and bright colours. The colour palette in Tigress' Trials was inspired by Rain World. I also design the enemy Lizardmen characters, Ryu (antagonist of the game) and Master Kai. Additionally, I also did the character animations - idle, walking, attacking, transforming (Ryu transforming into a large-scale dragon)
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Our Team For the assignment, we used Trello and Discord to plan and discuss the development of the game. Everyone had allocated jobs and consistent discussion was made about the game. We had strong communication and helped and supported each other through the production of "Tigress' Trials". :)
3 notes · View notes
possomheo · 1 year ago
Text
Tigress'Trials (Group Project)
For my 3rd Assignment, I grouped with 3 other classmates to create a fully fleshed-out platformer game with functioning mechanics, a storyline and a purposeful level design. The game we decided to build on was Jorja's platformer game "Tigress' Trials".
Planning Due to our excitement in creating a fully developed game, our group overshot the bar. Where there was meant to be a total of 3 levels, including a boss fight and cliffhanger, we developed a full level within 5 weeks. However, some of the characters I created were not shown as planned.
As everyone in the group was an artist, we decided to focus more on the visual aspects of the game. It was incredibly rewarding to see all our playtesters commend the visuals of the game.
My Work My role in this project was mostly the game art and character design. For this project, I retextured the world with dark and bright colours. The colour palette in Tigress' Trials was inspired by Rain World. I also design the enemy Lizardmen characters, Ryu (antagonist of the game) and Master Kai. Additionally, I also did the character animations - idle, walking, attacking, transforming (Ryu transforming into a large-scale dragon)
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Our Team For the assignment, we used Trello and Discord to plan and discuss the development of the game. Everyone had allocated jobs and consistent discussion was made about the game. We had strong communication and helped and supported each other through the production of "Tigress' Trials". :)
3 notes · View notes
possomheo · 1 year ago
Text
Sell Sheet and One Page
Reference: - Fullerton, T. (2019). Game design workshop : a playcentric approach to creating innovative games (Fourth edition). Taylor & Francis, CRC Press. - Chapter 16.1 - Week 5 IGB120 Lecture
Tumblr media Tumblr media
Channel Moral
Elevator Pitch - Race Game Channel Moral - a car racing game - is a game that tests the player's moral compass on the road. Who would you run over on the road if it was too late to stop? Through supernatural causes, the player is put through different dilemmas to build up a character analysis of the player.
Controls: Movement - left click which lane you want to drive on Continue Dialogue - space Pause - esc
After playing Refind Self: The Personality Test Game, I wanted to create a game similar to that with inspiration from the Trolley Problem. I wanted to create a short 10-minute game that shows the game's reflection of the player. Essentially, the purpose of the game is to fill the player's curiosity about themselves
Tumblr media
1 note · View note
possomheo · 1 year ago
Text
Channel Moral
Elevator Pitch - Race Game Channel Moral - a car racing game - is a game that tests the player's moral compass on the road. Who would you run over on the road if it was too late to stop? Through supernatural causes, the player is put through different dilemmas to build up a character analysis of the player.
Controls: Movement - left click which lane you want to drive on Continue Dialogue - space Pause - esc
After playing Refind Self: The Personality Test Game, I wanted to create a game similar to that with inspiration from the Trolley Problem. I wanted to create a short 10-minute game that shows the game's reflection of the player. Essentially, the purpose of the game is to fill the player's curiosity about themselves
Tumblr media
Referencing Fullerton, T. (2019). Game design workshop : a playcentric approach to creating innovative games (Fourth edition), I considered the following for my game:
Objective - to decide which of the following people/ person should die Rules - the player must choose who to kill Conflict - the player is forced to make difficult decisions Boundaries - through supernatural forces, the player is bound to the road Outcome - an overview of different personality traits Challenge - sticking with difficult decisions Play - the player's actions are extremely limited as they closely resemble quizzes and tests Premise - the character is coming home from work when their car gets taken over by a supernatural being over the radio/
1 note · View note
possomheo · 1 year ago
Text
Update
- The player has more context as to why they are in space and how. - The player is given a clearer objective. - New character, cutscene and dialogue - New background
Tumblr media Tumblr media Tumblr media Tumblr media
Fighter Flight
Elevator Pitch - Asteroids Fighter Flight is an asteroid game that takes away the shooting mechanic and instead replaces it with a defence mechanic. In the game, you destroy asteroids by hardening your ship thus obliterating the asteroids that come your way. Your objective is to defend against as many asteroids as you can.
Movement = Arrow keys to move (top-down movement) Defence = Space (when pressed) Menu = esc
After developing Portal Home, I wanted to experiment more on 'melee damage'. At first, I implemented a hitbox similar to Portal Home. The problem with this was the player is constantly moving and the hitbox does not follow the player. In order to fixed it, I instead made the hitbox into an animation.
Tumblr media
^ Defence animation for the player. I expanded the outer layer to indicate a tough shell around the player and implemented a flashing red light to it. This gets the player's attention and lets them know the defence is wearing out.
3 notes · View notes
possomheo · 1 year ago
Text
PLAYTESTING
Based on Week 7 workshop playing testing materials
Positives: The game was easy to learn and smooth. The defense mechanic was 'unique' and the controls were simple and easy to grasp.
Improvements: There is no real objective yet, there is no score or goal to motivate the player into continuing to play the game. It would also help if there was a cooldown timer for the player to show when they can put their defense up.
My Take On: Give the player some sort of context and story as to why they should stay alive. Perhaps there should be an end-goal? Example, after x amount of points or time, the player gets rescued by their team?
My Idea: The player is lost and stranded in the middle of space with asteroids coming from different sides of the screen. The player is ordered to stay in the proximity of the area so their rescue crew can send reinforcements. The player must gain a certain amount of points by destroying as many asteroids as they can within a time limit. If the condition is not met, the reinforcement cannot come and the player remains stranded. However, if the player meets the condition, the player wins!
Also, for my own pleasure a more space-like background would be cool and more immersive B).
Fighter Flight
Elevator Pitch - Asteroids Fighter Flight is an asteroid game that takes away the shooting mechanic and instead replaces it with a defence mechanic. In the game, you destroy asteroids by hardening your ship thus obliterating the asteroids that come your way. Your objective is to defend against as many asteroids as you can.
Movement = Arrow keys to move (top-down movement) Defence = Space (when pressed) Menu = esc
After developing Portal Home, I wanted to experiment more on 'melee damage'. At first, I implemented a hitbox similar to Portal Home. The problem with this was the player is constantly moving and the hitbox does not follow the player. In order to fixed it, I instead made the hitbox into an animation.
Tumblr media
^ Defence animation for the player. I expanded the outer layer to indicate a tough shell around the player and implemented a flashing red light to it. This gets the player's attention and lets them know the defence is wearing out.
3 notes · View notes
possomheo · 1 year ago
Text
About Possom
Hello! Welcome to my blog page where I upload my game designing process using GDevelop. I am currently a student at Queensland University of Technology undertaking Games and Interactive Environments (Animation).
In my games, I will be focusing on game design and animation as I am an inspiring game artist! I am looking forward to improving my character, level and environmental design throughout my game development.
0 notes
possomheo · 1 year ago
Text
Fighter Flight
Elevator Pitch - Asteroids Fighter Flight is an asteroid game that takes away the shooting mechanic and instead replaces it with a defence mechanic. In the game, you destroy asteroids by hardening your ship thus obliterating the asteroids that come your way. Your objective is to defend against as many asteroids as you can.
Movement = Arrow keys to move (top-down movement) Defence = Space (when pressed) Menu = esc
After developing Portal Home, I wanted to experiment more on 'melee damage'. At first, I implemented a hitbox similar to Portal Home. The problem with this was the player is constantly moving and the hitbox does not follow the player. In order to fixed it, I instead made the hitbox into an animation.
Tumblr media
^ Defence animation for the player. I expanded the outer layer to indicate a tough shell around the player and implemented a flashing red light to it. This gets the player's attention and lets them know the defence is wearing out.
Referencing Fullerton, T. (2019). Game design workshop : a playcentric approach to creating innovative games (Fourth edition), I considered the following elements for my game: Objective - to destroy as many asteroids as possible/ get the highest score Rules - avoid the asteroids and obliterate as many asteroids as you can Conflict - destroying and dodging the asteroids Boundaries - the player is bounded to the play area, going outside will kill the player Outcome - lose (the game is over once the player dies) Challenge - staying alive for as long as possible Play - player must work with their cooldown abilities and avoid randomly generated asteroids Premise - NA
3 notes · View notes
possomheo · 1 year ago
Text
Portal Home
Portal Home is a platformer game where the player is a knight protecting a witch in order to fix a portal to come back home. The knight must defend the witch from various enemies trying to keep you from leaving. This game is influenced by Elsword if it meets Dungeon Defenders.
For my small platformer game, I focused on dialogue cutscenes, melee damage and the animations of the sprites.
Controls: Movement = arrow keys Attack = Z Heavy attack = X Pause menu = esc Continue dialogue = left click Skip dialogue = right click
Tumblr media
Short dialogue cutscene to begin the game. I included a typewriter animation in the dialogue which most visual novels have.
Tumblr media
After the cutscene, the player is instantly put into battle with monsters trying to defend the witch. Monsters come from the left or right side. The longer the player holds out, the more monsters spawn which inevitably challenges the player.
Tumblr media
For the melee attack, I created a hitbox for the sword. The hitbox is a little too big so it needs to be resized. The hitbox will also need to be invisible so it doesn't fill the game with red boxes.
Animation made for the player and enemies - walking, attacking, and dying.
Referencing Fullerton, T. (2019). Game design workshop : a playcentric approach to creating innovative games (Fourth edition). Part 1, I considered the following for my first game: Objective - defend the witch Rules - ensure the witch and you survive Conflict - the monsters Boundaries - playing is kept in an open dungeon-like arena Outcomes - Win (successfully defend the witcha and yourself) or lose (you or the witch dies) Challenge - the consistent spawning monsters Play - the player needs to learn the attack patterns of the monsters and limitations of the character's attacks (cooldown, recovery) Premise - the character and witch are stuck in a monstrous world and the only way back is through the portal which needs to be activated
2 notes · View notes