General Moodboard and Brainstorming

Over the course of the year ideas came to me on what I wanted:

  1. an epic boss for the player to overcome,
  2. my game to move away from a typical game made in the Unreal Engine,
  3. to expand my use of pixel art beyond just user interface as I had done in Unit 7,
  4. to make an adventure game that had depth to it,
  5. to use inspiration from some of my favorite games like Pokémon and Fire Emblem to make a game I would want to play.

When I first looked at how I could use pixel art in my game, I thought I could make a 2D game similar to the original Legend of Zelda but from what I read and was told Unreal is not the engine for 2D games. One YouTube video set me on my path; it said that traditional 2D may not be the path for users of Unreal Engine but 2.5D games work well on the platform. Games styles including 2D platformers with fixed camera angles and only allowing movement in the X & Z axes but have visual depth or games that have 2D characters but move in a 3D space are game styles that work well in the Unreal Engine 5. This video also led me to a free plugin for Unreal called Paper ZD which allowed for more complex and intricate 2D characters that Paper 2D (a built in option for 2D characters in Unreal) did not offer.

I reviewed games with a style I wanted, I remembered the recently released 2.5D remaster of Dragon Quest 3 used a 2.5D style and a classmate highlighted Octopath Traveler when I mentioned my idea to them. I also was reminded of one of the oldest 2.5D games, Paper Mario.

One of the games I grew up with was Pokémon Mystery Dungeon, this side series of Pokémon taught me valuable life lessons about connection, kindness and the beauty of the morning sun. I felt this was the kind of impact I wanted my game’s story to have, a story that makes you reflect and grow.

Another game I used as inspiration was Stardew Valley as I wanted to player to have a simple attack that they could use like the slingshot from Stardew Valley.

Storyboard

  1. Main Menu
  2. Meadow Village
    • Here the player will learn most of the story and be given a way of attacking the enemy.
  3. Forest d’Ombre
    • The player will learn the combat system and gain the key for the next level.
  4. Lumière Cave
    • In this level there will be limited light for the player to find another key to unlock the next level.
  5. The Land that Sleeps
    • The final dungeon crawling level will be the major puzzle for the player to solve and then reach the teleport to the boss.
  6. Boss Arganoth
    • This will be the boss level for my game and once the player defeats them they will win the game.

Level One: Forest d’Ombre (Forest of Shadows)

Mechanic: Chasing Enemies and Combat

The first mechanic I wanted to develop was a way for the enemies to see when the player was nearby and to head towards them. I believe this, while not being the simplest task, would be possible to execute fairly swiftly as I have made chasing enemies before in Unreal. I will then create a way for the player to counter the enemies, it will either be a small weapon like Ness’ baseball bat from Earthbound or I could create simple magic that the player can cast like a fireball. If I go with magic I would like it so that where the player clicks the character will create a fireball that will travel to the clicked point. I believe this can be achieved with a line trace.

Enemies: Tree Zombies

My idea for the enemies for this level are creatures made of wood animated by the magic of the forest. They will look like they are made of woodland material like moss, dirt and wood. They will roam and defend the forest from intruders such as the player. I will assess with my pixel art survey whether I should be looking at making idle animations for characters like the tree zombies.

Moodboard

Environment

I want to base this area on the Needwood Forest which I grew up nearby. In winter and early spring it has a really eerie feeling to it.

I knew I would be going to see my family in the area in the Easter holiday so I decided to make a trip to the Needwood Forest part of my primary research. To prepare I had a family member take a few pictures to create a mood board of what I should be looking for when I go there and what I could create as part of the 3D assets I want in my environment. Furthermore, to ensure I kept myself and others safe while respecting the environment I made a risk assessment for my trip to the Needwood Forest. I will create a list of objectives for the research, this might include: take pictures of the area, review what plants are common in the area and take an audio recording of the forest to put in my game.

Level Two: Lumière Cave (Light Cave)

Mechanic: Darkness and a Light Spell

This level will have very limited light. My idea is that the player will know a spell that creates light or have a torch that requires fuel. This will encourage players to be strategic about how they go round the map. I don’t know how I would implement a torch but a light spell would be a point light on the character. This would have its intensity set to 0 by default. Then a key press would set the intensity to a value high enough to create light for the player to see. However, if I do this I will have to create a magic fuel for all spells.

Enemies: The Crystal Guardians

These enemies will be made of the rocks of the cave, like living stalagmites. I want them to glow as if they were powered by the source of magic that makes the cave rocks glow.

Moodboard

Environment

When I was thinking about what levels I would like to make I thought of some of my favourite levels of dungeon crawlers I have played. I remembered the beautiful yet simplistic design of Crystal Cave and its secret depths Crystal Crossing that leads to the Shining Lake. Crystal Cave is as it sounds, a cave filled with crystalline structures. There are many caves around our world that bare resemblance to this cave, Bermuda, Kentucky, Ohio, Pennsylvania, Sequoia National Park, Western Australia and Wisconsin all have different caves that have crystalline structures. However, I have selected the Mlynki/Mlynky Crystal Cave in Ukraine due the beauty of the naturally formed crystals that fill the cave.

To create this environment I will create rocks to scatter around the map and have them produce limited light to cut through the darkness of the cave. I do not know whether just emissive materials will be enough to light up the area or will I have to put point lights inside the rocks.

Level Three: The Land That Sleeps

Mechanic: Turnaround Fog

For this mechanic I wanted to take an idea from a book I read as a child, Evil Star by Anthony Horowitz. In this book the main characters get taken to the last city of the Incas; Vilcabamba. However, to get there you must pass through something called the cloud forest and if you don’t go the right way through the forest you will never reach your destination. Another example of this would be the Korok Forest in The Legend of Zelda: Breath of the Wild where if you stray off the path you will be sent back to the entrance of the forest.

Enemies: The Fell or The Keepers

My idea for these enemies are not yet fixed, I either want evil dragons or goblin like creatures that serve the boss or vine like creatures that defend the land from intruders. Another factor I am unsure on is whether the enemies will play a part in the mechanic as well, if you get caught by them you go back to the start as well as if you go the wrong way.

Moodboard

Environment

My game inspiration for this level is the Hidden Land from the Pokemon Mystery Dungeon: Explorers games. A secret land that no one is allowed to go to. I also thought that I could incorporate my mechanic inspiration into the environment and base it on Vilcabamba but with key details from the Mystery Dungeon game.

I want it to be a rainforest or jungle area with scattering of ruins around that are dilapidated. I intend to achieve this by creating a selection of stone blocks that I can construct ruins out of for this level.

Boss: Arganoth

Moodboard

Mechanic: Bullet Hell/Area of Effect Attacks

For my boss I want to create a difficult obstacle for the player to overcome. I want him to have multiple attacks that range in effect. To do this I will look for YouTube tutorials for area of effect attacks and hopefully bullet hell attacks. I want at least one of each to provide variety so the player has to manage their movement.

Enemy: Arganoth: King of the Fell

My plan for Arganoth is a demonic king, mainly coloured with purple, pink and gold. I will take inspiration from games like Fire Emblem with characters like Grima and Sombron. I don’t think I will make rotations for his sprite as he will be a static boss. This I think will save significant time in making his sprites as I will only have to focus on arm movement and not rotations.

Environment

This environment will be simple as I want this level to not have any lag to improve player experience. My plan or theme for his domain is that it should be dark and villainous.

Contingency Plan

SeverityLikelihoodRisksMitigation
HighMediumMy health takes a turn and I either do not manage to complete my FMP, lose substantial time to complete my work or I am unable to attend college.I will get a base worked out for the mechanics (my focus) early so I can at least get a pass or maybe more with special consideration. Also, I have my own computer capable of running all necessary applications my FMP requires so I can work if I’m unable to attend college.
HighMediumMy NVMe drive that I use to transport work between college and home is damaged or lost.I will keep weekly backups of my Unit 8 folder to prevent mass loss of data. I will also update my WordPress often with screenshots and detail on what I have done so that if data is lost I can replicate my work efficiently.
MediumMediumThe mechanics that I have thought up are either too complex for me to implement at this level or not practical in Unreal without expensive plugins.I will talk with my tutor about alternatives. The biggest risks are the combat and bullet hell boss. My immediate alterative to combat is a puzzle for the cave which the player needs to complete to escape or gain access to a needed item. For the bullet hell boss, I would create various area of effect attacks instead of shockwaves and sprays of projectiles.
LowHighChange of time scales?
If I struggle to keep to my current timescales and fall behind on work.
I will create a list of tasks in order of priority that I will adjust given my progression through said tasks.

Final Two Week Checklist

I have made this checklist to ensure I have produced my FMP to the best of my abilities.

I have had about 10 people, friends and classmates, test my game. I have found a few bugs such as:

  • The volume was too loud,
  • The player gets stuck if they go to the boss without any weapons,
  • Navigation meshes are not working in Meadow Village and Forest d’Ombre,
  • Some people felt there was enough direction for the player so they did not know what they were looking for, key press for melee, spells and sprint
  • The run animation does not play properly for moving down left on the player character.

These problems seem easy to fix and I will aim to do these before Monday 12th May 2025. I intend for these to be my final changes.

I have made a minute long trailer for my game using in game footage and I have uploaded it to YouTube to be a major part of my pitch.

I have reviewed about half of what I have written so far to check for grammar, spelling and general quality of my writing. I will aim to do this by Thursday 15th May 2025.