Play the game here before reading the rest: Go through your daily routine in the morning as well as attending class each day. This game takes you back through the day in the life of high school. Also, because I’ve wasted so many days trying the network feature, at last, Iĭidn’t get enough time to implement the abilities to the game. But after trying to network in Unity for 3 days, I decided to give that feature up and redesign the entire game to make it can fit within one laptop. Initially, my idea is to make it network-connected, so the players can control the direction of bullets with their mouse and I could add more players to the game in the future. Therefore, I came up with the idea of making an Overwatch without those elements which is a 2D version of it. The FPS part and the complicated maps make it hard for beginners. Blizzard may have noticed this, maybe that is why they’re adding tutorials. One of the reasons is that it is difficult to get started. Getting new players into “Overwatch” is hard because it’s tough to start playing. ![]() The first player that reaches 100 points wins the game. Both players should try to capture the objective by just standing on it. When a player’s hp reaches 0, they need to wait to respawn. Both players can shoot bullets at each other. It involves two players: Player A spawns on the left side of the scene, while Player B spawns on the right. This game is a simplified version of “Overwatch.” So the rules are also therefore straightforward. In the demo, I showcase a simple randomly-generated overworld, and a single battle, both of which are explained in detail in the design doc. So, I ended up having to go with a very simple demo, with no UI elements, and…let’s just call it avant-garde enemy design (in my defense, I did have a squirrel model I found online, but Unity was refusing to behave when I tried to load it in, and this had to be enough). In the end, I ran into a time crunch with the demo, and having to make it during finals week. In terms of the Battle System, the main inspiration is Mario and Rabbids: Kingdom Battle. ![]() In terms of the kind of game and story I’m going for, Everyquest’s main inspiration is definitely the Persona series, though I’ll admit to there also being a little bit of Deltarune and Omori in there too. I ended up with a Roguelite-style Tactical RPG where you have a lot of free rein in customizing your character (in preparing for future challenges), but are always at the mercy of RNG in actual fights (still have no control over your future). Once I had my story and themes, I went to try and create gameplay that fits them well. They both represent entirely different unhealthy ways of coping with the future’s unpredictability giving up on life, and trying to control everything. I wanted to try and explore multiple facets of that theme through my story, which is what led me to come up with the characters of Marilyn and Bhrugu (see the attached Design Doc). I was pondering a general theme of the future, and how we have no idea where it might take us. Super Early Demo Footage Artist’s StatementĪdmittedly, this is a game I’ve wanted to make for a little while, and I kind of used this assignment as a way to get myself to get started on it.
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