MEDIEVAL MISSADVENTURES

Team

Daniel Sieradzki - Gameplay Programmer
Chirag Tarkhala - Level Designer
Liz Kalu - Art and Animation

Roles

Technical Design 
Level Designer
Narrative Designer
Audio Design
This game is still currently in development, but the Game Jam demo is available

The Idea

Core pillars being narrative, Art-style and strategy making it a single player adventure. Creating a universe which has a comical touch taking Shrek as the biggest inspiration, it’s set in a medieval world were the player will take the role of a headstrong Princess tasked with rescue the Prince from his captivity but our Prince is known for being consistently kidnapped so it’s just another day in the Kingdom. We wanted to really re-create the style of a medieval storybook, so it seems to the player we are telling a story to them as well. It has to be silly and that’s what we want and the player has to feel as they are on a Journey

Design process

Essentially it’s still in production, but the process is fairly simple, by making sure the components of the story and the design of the game make sense in the land of mystic and wonder, we can influence the process. Having Beat Charts really help deliver what’s needed with the game and can strictly the Level Design is very important as where the enemies will detect the player and the method in which the player defeats the challenge is crucial. Creating Flow Charts for everything is what connects everything together. Below would be a Miro Board of the work that currently works, everything in the Yellow section is what was considered for the Game Jam. The Red section is what is being worked on now:

Mechanics

Players should be able to move with the mouse under a certain velocity and the player character should respond to the that distance, in terms of speed. The closer the mouse is the slower the player character will be.

The player will have to get to Point A to Point B finding power-ups, coins and story notes as optional objectives in the Level. Power-ups are objects that are collected within the environment and are subject to change with each level depending on which one is suitable for the level, effecting the player, enemies or the environment.

To add more excitement to the gameplay, the coins and the amount of time the player completes the level really makes a difference by adding a score system to determine the efficiency of the players actions within each level, and it add competition. Can they do better than their friends or people around the world?