About the project
Terra de ninguém is an academic project of a adventure game. That game was make in Unity and with 6 months of prodution.
General information
Genre: Adventure, metroidvania.
Platform: PC.
Age Group: 16+.
Engine: Unity.
Here we wanted make a good game that could entertain and captivate the players. An opportunity to improve my skills as programmer and study about metroidvania, puzzles and level design. The player could explore the levels and find some collectible and know more about the history of the game.
Boss Fights
A big differential in this game and in my perforamance too, is the boss fights, that I did 3 distinct.
Skeleton
This is the first boss that we encounter, is the tutorial boss. He has 2 fases, in the first one he moves like a pendulum in the arena from one side to other.
And, in the second fase, the chains break and the boss just start to run from one side of the arena to other.
Oboboro
This is our pumpkin boss, who has two variables of boss fight. One on top of the ground and another on underground. And in the both, the boss attacks firing projectiles.
On the top, the boss could variate in two fases of boss fight. At the principal, he stays lowered, in a height that the player could make some damage in him. And the second fase is when he receives a lot of damage and grow up to a height that player couldn't cause damage, but, when the player causes enough damage on the boss bole's, he returns to the first fase. Oh, and when the boss is on high, spawn enemies of the projectiles touch on the floor.
On underground, the boss has two fases too, but don't interleave between them like on the top. In the first fase, the boss is at the top, in a height that the playe couldn't damage him, so the player has to destroy all boss bole's to grab him to low and damage him.
My contribution
I've acted in this project as a Game Designer, Level Designer, and Programmer, but, my main hole was as programmer.
Progreamming: Like the last project, here I ws the only programmer, but now with some more experience. And here I tried to challange my self and improve my skills. A game with 10+ scenes, 3 types of boss fights, and puzzles, everything did by me in this game. And, of course, a save data system with Player Prefs.
Game Design: The main idea of this game was a mechanic when the player could change his form (his sprite) and change the combat and movement mechanics. Unfortunately I hadn't had time to apply this mechanics on game, taking into account I've had just 6 months to program and elaborate the game. But to compansate that, I planned and apply 3 different boss fights, being two of them just a variation of one boss, in differente places.
Level Design: Again the level design was entirely in my hands too, as was in the last project. And I've planned and applied more than 10 scenes, being 5 just for the tutorial, and the rest for the first level. For the levels I had to planned with more careful than the last project, cause of the puzzles and enemies I had to put in, and to have a funny gameplay. And that was the first time I used tile sets and the own Unity tile set system to make the levels. Here, I've developed another intuitive tutorial, but out of the dialogues.
Responsabilities
Programming
Program the side scroller gameplay
Program the UI
Program the levels
Program the puzzles
Program the player mechanics
Program the boss fights
Game Design
Create mechanics
Create the Boss Fights
Create the enemies
Crate the puzzles
Level Design
Plan the levels and tutorial
Build the levels
Prepare the dialogues
Prepare the enemies
Prepare the puzzles