Learnings from the Prototype
- Ghost Mechanic - Instead of waiting to die, you are a ghost that possess corpses.
- Active Possession - Players must fight to possess creatures.
- Core Updates - Core gameplay remains the same, with a new knight and exploding enemy.
Adding Aesthetics
- 👻 Ghost - Players default state, can pass ghost walls and possess corpses.
- ⚔️ Knight - a new attacking enemy mostly used as a combat default.
- 🐸 Frog - the jumping enemy, can jump up on platforms.
- 😈 Demon - The dashing enemy, can dash past spike traps.
- 🔥 Fire Elemental - The fireball enemy, lights torches and burns spiderwebs.
- 🛢️ Barrel - a new exploding enemy, destroys breakable walls.
What I Did
Since the prototype I had made was chosen as the foundation for our project, I asked the team if I could take on 3D art to challenge myself with something new.
I balanced this while also contributing to:
- ⚙️ Implementation & Iteration - Refining mechanics and gameplay.
- 🔧 Debugging & Fixes - Resolving issues for stability.
- 🎨 Shader Programming - Creating custom visual effects.
- 🎭 Animation Programming - Scripting and refining animations.