The Northzerker

Aus hagenberg.games Wiki

The Northzerker

The Northzerker
Created by Cut & Pasta
Genre Top Down RPG
Subject Game Design Fundamentals

Construct File

Medium:TheNorthzerker.c3p

Description

The Inventory of the Northzerker, partially inaccessible due to the Environment (intended)
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!

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).

The Inventory is opened using the 'E' Key. Since the inventory spawns only in free spaces around the Northman the player has to get into an open area to access all their items.

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.

Development Notes

  • Rage Mechanic (particles/cam-shake/red-fx)
  • Inventory (spawns in tiles around player)
  • Damage (blood dripping more and more with increased damage)
  • Chainsaw to test damage
  • Looting Mechanic(?)