CRYPTID
Cryptid is a tile-based horror/puzzle game where you are trying to escape a hunter chasing you. The hunter has laid traps and you must navigate around them and him. You can hide in lockers, distract the hunter with rocks, and even turn invisible for a short time! In this game I worked directly in the player character blueprints, player and enemy animations, and I created a series of levels and items!
My Objective
For this capstone I was tasked with many objectives within our timeframe in order to simulate a work environment, we should expect from a full time Game Designer position. During my short three months we were tasked with creating a fully completed game with finished levels, working mechanics, character designs, and anything else to help us create the game we as a team envisioned.
Level Design
For this project I created over 12 levels each with unique designs, that implemented the turn based system we created from scratch. We wanted players to use what they learned from each level in each of our uniquely designed levels, and find different ways to escape from the enemy AI.
Mechanics/ Features
I was tasked this capstone to work on several mechanics and features you see throughout the game. I worked on mechanics such as the Good and Bad Brains, a Stun mechanic, Enemy attacks, and many more.
Good Brain: The good brain is a mechanic that players can consume which allowed them to gain an extra space of movement, and increase their HP by 25 points.
Bad Brain: A mechanic that when consumed by the players, causes them to loose all movements and loses 25 HP.
Stun: When the players hit the enemies with weapons, or the enemy walks over some of our many traps, they are stunned for the duration of their turn.
Character Animations
Another part of my contributions to the team was creating animations for our characters in game. I taught myself, with the help of tutorials, how to use sequences to make custom animations that would play when the event was triggered. Whether it was the player walking, attacking, or a death animation the player would be able to do all of those animations during their turn. The same goes for the animations we see in the enemy ai.
These animations were created for the first sprint of our game, and were later changed for our final version of the game.
Player Death: When the player no longer has enough health from being attacked throughout the game, an animation is played also triggering a command for an "End Screen" to display.
Player Walk/ Idle: The player would have custom animations for both walking and idle depending on the model we were using at the time.
Enemy Stun: When the enemy was stunned in the first sprint of our project, we see the enemy turn blue, and kneel for its turn. This would disable their behavior tree until the next turn.
Enemy Attack: The enemy attack would trigger when the player is within range of the enemy.