Dennis Vs Menace
Mechanic designer/Programmer
About this project
Client Requirments: Stealth
Final Build release
This is a project where we had a few weeks to work on making a game based on a particular prompt. My friend Zachariah and I got the prompt stealth, so we started working on a game based around that.
No Official release
Platform
PC
Genre
Stealth
Project Goal
Create a game that uses a stealth mechanic.
Required Elements
Create a game that has a stealth mechanic/system as a core part of the game. It could literally be a sneaking game, it could feature a protagonist, a vehicle, or some other take on stealth, detection, hidden information, etc.
Limitations
None.
Platform
Any.
Team Size
2 Designers
What I learned
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How stealth mechanics work and how to distract or hide using it
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Creating maps based off real life locations(n this case Big W)
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Guard pathing and how to balance survalence and safe spots
Elementals
Creator
About this project
What I've learned
Final Build release
This is a project that me and zachariah worked on for a project in our free time zach eventually left the project but I been worked on it every now and then for a few months afterwards using it as a way to test and experimentdifferent ideas. This game was made via RPGmaker MV.
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This project was my first ever time i was a game designer before this i was mainly programming so i learnt and experiemented alot with this project
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RPG maker does have make me limited to however it taught me a few things one of the big ones being how programming meshes with varias game design decisions.
No Official release
Platform
PC
Genre
RPG
Team Size
Just me
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Variables and when or how I chould change varias aspects of the game such as Areas, shops, puzzles and other things based on where i place the trigger
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Forshadowing and how not to give too much info while being not making things come out of nowhere
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Character designs and how to make people look unique to show importance or unimportance of a character
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How to make individual sound unique via text with slang and mannerisms
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Player abilities and balancing creating or altering pre-made affects for instance I made a regen effect that the water based character can use instead of basic healing by altering the poison status effect calculations.
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Level balancing and a general understading of what I should look for in feedback.
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Understanding of how difficult it is to guide the player to the required destination without giving it away
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The importence of storyboards and how to downscale due to graphical limitations
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Making enemies(especially static encounters and boss fights) more balanced based on average level players were at.