"The project will feature a top-down camera, tactical turn-based combat and free-roaming when outside of combat. The player will explore dungeons\/caves to fight for resources, equipment and to survive.\r\nLevels will either be 70% procedural leaving to add that elegance & unique feel. Pacing will be steady, as the player will take a semi-linear path through each level until the boss rooms at the end where each boss will have unique mechanics.\r\n\r\nThe player progression will be key as the rooms are scaled based on the area to force the player to pick up and loot up before proceeding. As a player, they will need to collect in-game currency, gems of sorts to purchase upgrades via in-game tribesman shops.\r\n\r\nThe game's style will be simplistic and stylised with a hint of realism, somewhere between Fortnight and Apex Legends, which could be an example of the simplistic stylistic setting."
"Working on 3D models using a PBR workflow"
"Programming game mechanics, UI and designing procedural systems and AI"
"Concepting dungeon rooms and GUI styles"
"Designing sounds, tracks, and effects."
"Building\/Working on the studio website"
"Building and working on community-aspects to boost engagement and keep the content flowing through social media."
"Believable animations for monsters\/characters and cutscenes"
1 year ago