This image shows the player in combat with some skeletons and a necromancer. Also seen in the room are 2 chests, a bag of coins, and a heart.
This image shows the player opening a chest and finding an item. The item drops in this game are unidentified items of a rarity and type. The one in the image is a common sword.
This image shows the player getting beamed by 2 floating eye monsters.
Game Overview
Knight Guy is my longest running idea for a game to date. I first had the idea for this game back in early high school, and was the very first game I ever made. I later revisited the game, attempting to make a sequel, however, both the original and the sequels were both ultimately prototypes leading up to this game.
The game itself is a top-down, 2D, pixel, arcade style RPG and Roguelike. The characters in the game are locked to tile based grid movement with only movement in the 4 cardinal directions. The player has a single life to explore a dungeon level, using only their sword and shield to fight off the various monsters while avoiding numerous traps. The game also features RPG elements such as a gear system with varying rarity and upgrades, as well as a leveling system, and different armor and weapon customizations.
This is my first ever mobile project, so I had to learn about mobile touch input as well as how to export my game and test it on mobile devices. Additionally, since I do not have a development team like I have had with some of my other projects, I have had to learn and expand beyond my normal areas of comfort of purely design and code. It has so far been a positive experience as I have created a production plan to keep myself on track and to track my hours spent working, I have learned Unity's animation system in better detail, and I have learned how to make better art in a more cohesive and stylized way.
My Contributions
On this project I am the sole developer, meaning that I am the designer, programmer, and artist. So far, I have designed numerous enemy monsters and creatures found throughout the game, programming their functionality, and drawing their sprite assets, and animating them in Unity. I have also designed numerous traps and obstacles for the game, programming their functionality, drawing their sprites, and animating them as well as needed. Beyond the core content of the game, I have also designed and implemented the UI for the mobile touch controls and the UI for the HUD showing the player and their target's health bars. Every aspect of this game was crafted by myself, however, my various play testers have provided invaluable feedback to help guide my decisions in design, code, and art aspects of the game.
Gameplay video showing movement, combat, level generation, inventory, items, and more!
This image shows the player fighting some zombies.
Prototype Overview
On this prototype, I was the game designer and programmer. This game was one of my earliest games, and was made in vanilla Java. I made this game before I had learned any language besides Java and before I had ever used a game engine before. This personal project was really just a way for me to learn rather than creating a polished product. Despite this, I still managed to implement some classic game features such as a* pathfinding for the enemies and random dungeon generation. I made this game before studying any game design or computer science at university, so everything I implemented in this game was self-taught.
During high school I was very interested in making video games and had just began learning Java. As a result of this I started making many mini-games, this being the most complete of them all. For this project I spent weeks learning on my own until I was able to implement the player controller, inventory system, enemy AI, level generation, menu system, basic animations and everything else in the game.
Besides programming for this project, I also designed the gameplay. For this project, I wanted to make a combination of a dungeon crawler an a retro arcade game. The player plays as a knight, so I decided to give the player the controls of blocking and attacking, making the combat reliant on timing attacks and strafing enemies. To add further use of a shield, I designed both traps and enemies that fired projectile arrows that could be blocked. For the objects in the game, I created walls to obstruct the player, spike traps to provide a floor obstacle, crossbow traps to fire arrows, crates to be a destructible wall, doors to be a gate, and chests to give loot. The map generated prefab layouts in random sequence using these objects, however only a few of the prefabs were completed. I also made the art for this game myself using photoshop, when I was first learning photoshop.