A Walk in the Graveyard

  • Designed the entire game over the course of fourteen weeks at DigiPen Institute of Technology

  • Class Professor: Bill Morrison

  • Goal: Create a game that uses choice and fantasy to engage players

  • Process: Acquired assets necessary, became accustomed with assets, laid out a simple first map and scope, added storylines, and playtested until the project was completed

    • Used Paradox Notion, a visual scripting tool, to create dialogue trees that allowed the player to explore the games narrative and characters on their own

    • Created Level Queues and quests that the player could interact with, such as locked gates, items to give to ghosts, and a dialogue event

  • Download and Play

  • The Project

    This project was completed for a class over the course of fourteen weeks with the oversight of professor Bill Morrison. The project goal was to create a game that used choice and fantasy to engage the player. I was allowed to use Assets from the Unity Asset store and 2D art assets to help better execute my own design vision. My goal was to create a small welcoming world that the player could explore while helping out friendly ghosts.

  • What I Did

    I created the initial design documents that I used and updated them as the project continued. Since it was a solo project most of these documents were level layouts I was envisioning, dialogue I wanted, and plans for asset usage. In Unity, I created code that allowed the player to interact with the environment, collect items that could then be used, and created a Hud and Menu system that helped the player understand their actions and choices. To execute the dialogue I used NodeCanvas created by Paradox Notion and had to work hard to understand their system which had limited documentation and tutorials.

  • If I Could do it Again

    It all begins with an idea. Maybe you want to launch a business. Maybe you want to turn a hobby into something more. Or maybe you have a creative project to share with the world. If I could redo the project I would create more choices and consequences to player actions that are specific to the player’s actions and motivations. To do this I would create scenarios that could be solved with the same item, and more scenarios with multiple steps. For example, instead of having two items in the yard that the player can pick up and deliver to the intended person, I would have the player receive a dollar that they could use in a vending machine, that would let them receive the item they needed to complete a task. I would have also created a larger map so the player could first go and meet all the ghosts at the beginning of the level and then go and find items to help them, which would allow them to make more educated decisions when giving items.

Next
Next

Minesweeper Upgraded