The Northzerker: Unterschied zwischen den Versionen

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(- Added informations about the Developers of this game)
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| Daten1 = Jan Neuburger, Michael Plasser, Elias Wolschlager
| Daten1 = Jan Neuburger, Michael Plasser, Elias Wolschlager
| Feldname2 = Genre
| Feldname2 = Genre
| Daten2 = Top Down
| Daten2 = Top Down RPG
| Feldname3 = Subject
| Feldname3 = Subject
| Daten3 = Game Design Fundamentals
| Daten3 = Game Design Fundamentals
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[[Datei:Northzerker Inventory.png|alternativtext=The Inventory of the Northzerker, partially inaccessible due to the Environment (intended)|mini|The Inventory of the Northzerker, partially inaccessible due to the Environment (intended)]]
[[Datei:Northzerker Inventory.png|alternativtext=The Inventory of the Northzerker, partially inaccessible due to the Environment (intended)|mini|The Inventory of the Northzerker, partially inaccessible due to the Environment (intended)]]
The Northzerker is a Game Prototype developed by Jan Neuburger, Michael Plasser and Elias Wolschlager during our Game Design Fundamentals class. The Aim of the project was to get familiar with Game Art and interfaces using the tool Construct 3. In our game you can run around, get damaged by the saw, collect cherries, go into a rage by either taking too much damage or eating a cherry and yeah, well that's about it, it's a P R O T O T Y P E!
The Northzerker is a Game Prototype developed by Jan Neuburger, Michael Plasser and Elias Wolschlager during our Game Design Fundamentals class. The Aim of the project was to get familiar with Game Art and interfaces using the tool Construct 3. In our game you can run around, get damaged by the saw, collect cherries, go into a rage by either taking too much damage or eating a cherry and yeah, well that's about it, it's a P R O T O T Y P E!
=== Mechanics ===
The player controls a Viking Berserker on a quest for vengeance. For that he must utilise the Rage mechanic, which fuels his abilities. By pressing 'R' the Berserker charges his Rage. The higher the Rage the more damage the Berserker will deal. There is no bar or number to display the state of the Rage by default, rather a screen warping effect increases in intensity the higher his blinding Rage gets. Also, the screen will shake shortly when the Berserker reaches maximum Rage. The rage will decrease over time but killing enemies fills it up again slightly and there's always the option to charge Rage manually.
There is also no health bar. Instead, with every point of damage taken by a character that creature will be dripping with more and more blood. Of course that means that the player won't know how much damage the Berserker can take, so that is up to trial and error (as well as finding out how much damage a certain enemy can take).


=== Process ===
=== Process ===
Our group decided on making a Viking inspired game using a top down example game, provided by the Construct 3 engine, as a starting point. Jan was in charge of creating the Character Sprites and Button designs, as well as bringing together the individual components. Michael worked on the Level Assets and Death Screen. Elias job was to implement a Inventory system, as well as adding functionalities to the buttons.
Our group decided on making a Viking inspired game using a top down example game, provided by the Construct 3 engine, as a starting point. Jan was in charge of creating the Character Sprites and Button designs, as well as bringing together the individual components. Michael worked on the Level Assets and Death Screen. Elias' job was to implement a Inventory system, as well as adding functionalities to the buttons.


=== Development Notes ===
=== Development Notes ===
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