ABOUT THIS PROJECT
ABOUT THIS PROJECT
Spellbound is a top down, Survivors-like game where you play as lone wizard who uses their magic goal to survive as long as possible against waves of increasingly powerful monsters. This game is in the same genre and inspired by the same goals as my first project, Meowmento Mori. But will still have its own distinct gameplay to it. To further differ itself from my other projects, this game will be developed completely in the Godot engine.
This project is part of an assignment piece at QUT and is going to be developed over the course of approximately 5-7 weeks, with the goal being to create a product for this portfolio.
Like a more typical Survivors-like game, the player will not be able to actively shoot and will have to dodge enemies while their character automatically attacks enemies. You will be able to grow stronger over time by defeating enemies and acquiring new upgrades and spells to launch at your foes. Upgrades will include direct improvements to the player's stats as well as varying spells to blast at your enemies.
Monsters will slowly grow in strength, with new stronger foes appearing the longer you survive. The only goal the player will have is to survive, for as long as physically possible.
REFINING MY SKILLS & INDUSTRY GOALS
My goal with this project is to refine my skills more than it is to learn new ones. While I am intending on learning the Godot engine for this project, my primary goal is to use the project as a personal culmination of what I have learned while at QUT. Making Spellbound will hopefully help reinforce my current skills while also providing me an opportunity for me to make something in a game engine I have been interested in a while.
BUT WHY GODOT?
While Godot has not been seen, and probably wont be seen in the AAA games scene at all, it has been an engine that has been making a name for itself in the indie scene over the past few years now. The engine has been praised for its versatility and ease of access, and due to it being completely open source it gets updates regularly.
MY FUTURE GOALS
While it does seem difficult to achieve, I've personally only had one main ambition for nearly as long as I can remember, and that is to be an independent game developer. Whether this means that I go completely solo, or establish a small studio is something that I haven't decided on yet, but I've been developing my skills in a way so that I am capable of creating games that both others and I would like to play, completely by myself.
While I am completely aware that this goal may be significantly harder to achieve than finding a position at another company in the industry, it is one I am willing to take on. Because of this, I think the most beneficial project I can take on is giving myself the opportunity once again to snapshot the process of making something from start to finish.
PROJECT OUTPUT & SCOPE
When this project finishes what I want to have on the other side is a complete, or mostly completed game that I can publish and be completely satisfied with.
I'd like Spellbound to have a simple, but complete, gameplay loop that will be satisfying for someone to play multiple times. I'd like for the game to have proper navigation such as a main menu, pause, and game end screen. And finally, I would like for the game to be polished to some degree despite the time constraints.
BUT WHAT IF RUN OUT OF TIME?
I personally acknowledge that I may be over-estimating how much I will be able to get done in the time I have allocated to this project, and so my goal of having a somewhat polished end product may be harder to achieve than I'd liked. But if necessary this game can be scaled down quite easily, thing such as reducing the number of upgrades, spells and enemy types are an effective way of reducing the workload without completely disassembling the project.
If everything comes crashing down I can focus on getting a MVP (minimum viable product) completed so that I have something to show. The minimum goal with this project, is to create something that I would be happy to publish.
WHAT IF I DON'T REACH MY GOALS?
If in the worst case scenario, I reach the deadline of this project and don't have a MVP that I would happy with publishing there are some things that I would have to consider. For one, if that happens, doing things like this again such as game jams or other personal projects would be something that could probably be beneficial in helping myself improve. As for Spellbound itself? If the game ends up becoming something I grow attached to, I may spend my own time after the end of this project to complete this game to a degree I am satisfied with.
"STRETCH GOALS" & PUBLISHING
If somehow i miraculously get the game to a point where I am happy with it and still have time to work on it there could be some more things that I could add to this project. Things such as custom music, and sound effects could be added, as well as considering publishing the game on Steam.
As of right now, my goal for publishing this project is to add it to my currently existing Itch page. This is because it would allow me to publish my game easily for free, without any hassle or fees. While publishing on Steam is something I would be interested in doing, because of the $150 price tag that comes with a developer account, as well as the month long wait for game approval, publishing on Steam would make having something ready for a deadline a lot more difficult, and expensive.