SCENDO
ROLE
Gameplay and UI Programmer
Artist
DESCRIPTION
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Created level using imported 2D Sprite assets and original character assets
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Programmed battle sequence gameplay
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Designed and implemented all overworld level gameplay
YEAR
2021
GENRE
Vertical slice
2D Monster Battling RPG
PLATFORM
PC (Windows)
GAME DEVELOPMENT ENGINE
Unity
VERSION CONTROL
GitHub (GitKraken)


OVERWORLD DESIGN
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Designed and "painted" overworld with imported pixel art assets using a tile map and palette
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Tile map is using multiple layers to separate collision, interactable objects, and sound effects
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Created original player character, rival, and all NPCs in Piskel
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Includes and animation frames used in character animations
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Programmed and designed Menu UI used in overworld
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Programmed changes in music and sound effects dependent on where the player is walking in the overworld
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Developed wild enemy encounter system that transitions to Battle Scene
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Wrote and all dialogue for game story and character interactions
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Story and concept co-created with partner
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BATTLE DESIGN
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Created player and enemy attack visuals using Unity's particle system
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Each attack features unique emission, shape, rotations, noise, and renderers within its own system
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Designed and programmed main interaction panel and its sub-menus for attack choices
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Includes text typing effect, button interaction and Run option
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Recorded and implemented different sound effects for each attack the player or opponent may use via Chiptone and PreSonus Studio One IV
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Designed enemy AI to be able to make similar choices to the player
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Enemy can detect if player has a type weakness and uses this to calculate a range of likeliness for choosing the most effective attack
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Programmed Scriptable Objects used for setting the player and opponents stats and controlling type differences.
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Water type enemies are weak against the players Grass type, but the player is weak against fire type enemies.
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Allows for scalability if introducing new characters to the game
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