
↑Get the game here on Itch.io↑
Trailer
Mechanics of the Game
Walkthrough
Production Work
Pixel Art & Implementation using Paper ZD
Self taught how to import sprites, animation graphs, state machines and integration with the character blueprint
Interaction System
The delivery mechanism for my story is to have loading screens which explain the base of the story. Additionally an interaction mechanic that allows the player to receive dialogue from characters that provides more detail. The loading screens were easy to execute as they are widgets which are added to the player’s viewport as a level loads. With having characters that deliver dialogue I had to explore creating an interaction system. I found a great article on Medium (Outlaw, 2024) about how to create a simple interaction system. The way this is done is the player has a collision box in front of them, or in my case around them as the character root doesn’t rotate in a Paper ZD character. When a intractable component enters it, an interaction key prompt appears over the intractable object. If that key is pressed it will display the dialogue box with set text. It is then dismissed when the text array elements are exhausted or if the player moves away. The dialogue delivery, the loading screens, character art, level design and audio within the levels all provide context for the story.
Player Combat
Created 3 attacks, melee, fireball and lightning as well as a light spell for the dark cave
Enemy AI
self taught how to use AI controllers, Blackboards, Behaviour Trees and how to create functions for the behaviour tree to run.
Boss Battle
Created a 2 phased boss battle with three attacks that increased with intensity for the second phase
For all my efforts in this project I was awarded with:
A Distinction for the Course,
The Barclays Eagle Lab Award for Problem Solving
&
Rirgon was voted Game of the Year by my peers
I acknowledge the use of the generative AI: Suno (version 4) by Suno, Inc. in this work to generate the music used within this game


