
"Do not take life too seriously. You will never get out of it alive." —Elbert Hubbard
Game Designer |
SoJuFiTu | Alpha
Started | (04/2023)
Completed | 05/2023
Est. Logged Time: 24hrs
Pre-Production
DESIGN CONCEPT
Genre: Top Down Shooter | Time period: None | Location: None | Inhabitants: Enemies
This team project is a minigame with 4 levels with the simple goal of reaching the end. To reach the end the player must complete the task they are giving all while surviving the waves of enemies.
My Mechanics
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Companion Dog Commands
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Juggernauts
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Enemy Spawners
Team Members Mechanics
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Rail Target/Door
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Shield
Mechanics
COMPANION DOG COMMANDS
Fido
Fido is controlled using the mouse exclusively he can Attack, Fetch, Stay and Return on command.

Fetch
Fido can collect health kits for the player by clicking the Left Mouse Button on the object.


Stay & Return
Fido can be commanded to stay anywhere along the route he takes by clicking the Middle Mouse Button and then be called back to the player with the Right Mouse Button.


Attack
The player can send Fido to attack the Juggernaut only by clicking on the Juggernaut with the Left Mouse Button.
THE JUGGERNAUTS

Vulnerability
When Fido attacks the juggernaut he crouches down disabled and exposing his health bar. The player can now shoot to destroy it.
Enemy AI
When the Juggernauts spawn they automatically target and head toward the player. Should they reach the player they will die instantly. The Juggernauts are invincible until they aren't.


M.O.A.B
When the player destroys the Juggernaut it triggers a MOAB that destroys all active Turrets.
ENEMY SPAWNERS
Gates
The Gates spawn juggernauts on the circular platforms. Sometimes automatically
Pressure Pads
The pads can spawn either a Juggernaut or the Turrets along the walls

CHECKPOINTS
Checkpoints
The flags pop up when the player is halfway through a level and will respawn in the middle with half the progress saved.


User Interface
VISUAL FEEDBACK
Player Controls
Fido controls are bound to the mouse buttons. For visual feedback the cursor was changed to a paw print.
HUD
The Player HUD hosts their health, and if they've picked up the Shield and/or a Checkpoint Flag. The Task list is also displayed above it.


Task List
Below shows how the player will receive information general information and it displayed as task for them to complete.

Level Design
LEVEL LAYOUT & GAMEPLAY
Tutorial Level
A Tutorial level designed to take the player across the level and learn to use the companion dog and other mechanics. Complete all the Tasks to move on.
Time Attack Level
A beginner level with simple structures designed to keep the player in the middle for added protection. They need to survive the clock.


Juggernaut Level & High Score Level(Final)
Both are similarly designed and they both spawn Juggernauts and turrets but when the player is in the Juggernaut level(left) they need to manually spawn Juggernauts to take out the amount of Juggernauts that would be displayed as the task with Turrets automatically spawning in along the walls. The final level the player must manually spawn in turrets to reach the necessary score to win the game with juggernauts automatically spawning in.


FULL PLAYTHROUGH
Post Mortem
WHAT WENT WELL
Intro, Practice and Mastering Mechanics
Implementing where each mechanic would be introduce, practice and mastered went extremely well. Designing the level objectives around the final two levels was great but the tutorial level proved to be difficult.

WHAT WENT WRONG
Tutorial Level Design
I wouldn't go as far as saying it went wrong rather than it took a while to get it working. All the other levels came easy because of their singular tasks. Creating the branches of the Task List and moving objects based on the completions as well as checking current conditions like if the Pressure pad was stepped on the task list would respond accordingly.





IN THE END
Overall
This project was one of my favorites as I got to test controlling companions in an action based battle system.
Game Designer |




Please email me if you are interested in collaborating. I look forward to working with you. Thanks for your time!







