Proof of Concept
BRAINSTORMING
DEVELOPING THE AMULET
With the idea for a shield the player would control, our group explored a variety of different mechanics and genres until we reached our finalized concept.
In one iteration, the bullets would ricochet off the shield, making the player figure out how to get the bullets to hit the button and open the door. Another iteration explored the idea of a bullet hell game where the player juggles defending themselves whilst making progress upwards. This introduced the idea that the shield could be a tangible platform which we all enjoyed.
Using our ideas, we then looked to how they would fit into the main shield + platform mechanic, prioritizing simplicity above all else. We wanted to ensure the mechanic was easy to understand but could then become more complex with subsequent levels. We took the bullets from the bullet hell genre and planted them at a fixed point to better work as a puzzle platformer. Then we focused on creating the first few levels to see how we would introduce the mechanics to the player, what forces the player to think about the mechanic, and to look for any inconsistencies we overlooked.
CONcept art
PREPARING THE PRINCESS
With the finalized concept, our group then discussed the setting and story for the game. In the end, we decided on a princess who gets an amulet of protection as part of her trial to become queen, however, she was unaware of the ruin's defense system that was triggered and now must escape.
Based on the tomb raider-like theme, Brandi worked on developing environment assets and a brand guideline for the website and dialogue system while Zoe worked on concept art for the character and story.
LEVEL DESIGN
DESIGNING THE TRIALS
As our game is a puzzle-platfomer, we opted for multiple miniature levels that would be confined within the screen in order to give the player an immediate goal and to easily adapt to any changes in scope.
Our main mechanics were:
-
Normal cannons (can shoot at any interval)
-
Swap cannons (deactivating one will activate the other)
-
Destroying cannons
-
Using player jump
-
Using other cannons
-
-
Buttons that activate platforms
-
Shield
-
As a platform
-
As a normal shield
-
As a way to block cannons
-
Understanding the mechanics in the game, Jia and Brandi designed levels centering around an idea like "backtrack" while also focusing on making the shield feel useful and the player feel smart.
Our main problem when designing levels was preventing the players from just shield jumping their way across or using shields to render any obstacles useless. To counter this, we forced players to use shields and had cross sections of bullets that the player could not dodge using the shield.
















Final Assets
PLANNING THE PATH
Zoe:
-
Character Animations: The main character had 3 animations: idle, walking, and jumping.
-
UI:
-
Dialogue Box + Icon: With the crest of the royal family!
-
Amulet UI: Also with shards that represent how much of the amulet you have recovered
-
-
Dialogue: Wrote dialogue for the entire game
-
Shield & Projectile Assets
-
Voice SFX: 20 voice lines recorded for the princess
Brandi:
-
Tile maps: There were 3 phases for the game with a unique tile map set for each.
-
Amulet Room: All elements of the game worked to mix the Indiana Jones-style ruins with images of royalty and shades of blue and gold.
-
Skulls, spikes, amulet, and amulet pose assets
-
Title Art: A mix of royalty and ruggedness.
All assets were made in either Piskel or Aesprite.
IMPLEMENTATION
EMBARKING ON THE JOURNEY
With the art assets and level design explorations completed, Jia worked on implementing the level drafts and assets into the game.
Jia:
-
Dialogue System: Used for intro, first two levels, shard levels, and final temple room
-
Cannons: Scripts to make normal cannons and swap cannons.
-
Also created a homing cannon that went unused.
-
-
Shield: A shield that can be placed as a platform with a limit based on the number of recovered shards. The direction of the shield was based on the cursor location.
-
Art and Music Integration
Once they were implemented, Jia also worked to tweak the levels based on how they actually worked in-game.
Phase 1 prototype
Phase 2 prototype