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Lost Valkyrie

Mar-May 2014

 

Credits :

Valkyrie character by Camille Couturier

Psycho character by me.

 

Dungeon graphics by Camille Couturier.

World Map graphics (textures, inn/shop, savepoints, and so on...) by me.

 

Dungeon Generator by me.

UI Graphics by me.

 

Gameplay Design and programming was done by me.

 

Music and Sound Effects are all or almost all from RPG Maker XP I think.

 

 

Software used :

Unity3D (C#)

Maya (graphics, also python)

Photoshop

 

This was a 2 person project, made for my course.

 

The main imposed theme here was using Unity's Mecanim features. I'm a big fan of this tool and will be using it more often, exploring all of its potential.

 

We also used Motion Capture software for the characters' movements, using myself as an actor. We both participated in the cleanup.

 

The animations ended up looking really weird when worked in together, even when sped up or slowed down for better overall coherence... I don't think I'll be doing amateur motion capture again for a videogame project, since it also seriously hurt the actual gameplay, but it was still an interresting and rewarding experience.

 

I also wrote a python script for a  Random Dungeon Generator for Maya, which we used to create the game's dungeons. The dungeons themselves aren't randomly generated in the game, though.

 

There were a lot of novelties for me, from a gameplay creation (scripting) point of view, in this game. I had already done a life gauge in Angry Pixel, for the final boss, and used the same system here, both for the character's life and for the "Rage" gauge.

 

I recreated the "only one active item at a time with dynamic switching between them" system from the Monster Hunter series.

 

Ennemies drop coins, and the character pics them up upon walking to them, storing them, the value visible in the bottom of the screen.

 

Interractive menus everywhere are also a first for me. A store for potions, an inn for instant health, and savepoints.

 

The savepoints themselves I'm quite happy about too. I also use some of the same logic I used for them for the character keeping her stats from one scene to another.

 

The graphics, though, aren't anything new for me. I had already used a drawing-styled overall design in Tower of Hoptipleks, and mostly relied on stuff I could do quickly and efficiently. It was the first time I rigged a character in Maya, though.

 

Getting our graphic styles to correspond, with my coworker, was a bit of a challenge, though, but we got close enough. I taught her some of the stuff I knew and some work methods and everything turned out ok.

 

 

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