Jan - Mar 2020
Yggdrasil, The Corrupted Forest
Project Duration: 3 Months
Product: Local Co-op Game on the PC Tools used: Unity Team Size: 5 |
Game Design, UX Design, C# Scripting
Did most of the scripting in Unity |
Game Overview
Yggdrasil, The Corrupted Forest is a 2D side-scrolling, multiplayer co-op, role-playing game that focuses on fast-paced, hack-n-slash action. You play as either a Warrior or Mage hero to defeat enemies and save the forest from corruption.
The Core Game Loop
Discover environment
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Kill all enemies
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Get rewards
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In this game, players have to survive through waves of enemies and be rewarded with gems that will upgrade their stats towards facing the final boss.
Below is a flowchart of the overall flow of the game.
Below is a flowchart of the overall flow of the game.
Ideation
Yggdrasil, The Corrupted Forest is a short game project that was heavily inspired and influenced by Ragnarok Battle Offline, a local co-op beat 'em up game where players team up to fight against interestingly unique enemies and work towards the final boss. Ever since playing Ragnarok Battle Offline with my siblings, I have always wanted to try making a local co-op game.
With the desire to make a game where multiple people could experience and enjoy at the same time, my team and I have decided to make Yggdrasil, The Corrupted Forest, a local co-op game with the purpose of fostering a better relationship between the players.
With the desire to make a game where multiple people could experience and enjoy at the same time, my team and I have decided to make Yggdrasil, The Corrupted Forest, a local co-op game with the purpose of fostering a better relationship between the players.
Game Flow (For visual purposes only)*
Here's a mockup I had quickly come up with to share my idea across with my team and professors.
Here's my learning experience
Despite not able to implement what I have planned out, I am proud that my team and I had managed to start and finish a local co-op game for the first time. Working on this project made me aware that I am more capable than I think I am. This project not only taught me how to set up the local co-op controller, it also gave me a good understanding of the design process of making a game within a team.
Overall, I see this project as a minimum viable product which can be scalable. If time permits, I would have focused on making meaningful levels that flows linearly rather than by section, improve the game feel for combat, introduce 2 more unique characters and make Yggdrasil, The Corrupted Forest a long term 'profitable' project in the mobile, switch & PC.
Overall, I see this project as a minimum viable product which can be scalable. If time permits, I would have focused on making meaningful levels that flows linearly rather than by section, improve the game feel for combat, introduce 2 more unique characters and make Yggdrasil, The Corrupted Forest a long term 'profitable' project in the mobile, switch & PC.
© 2020 by Chu Rui Heng. All rights reserved.