
ashency
A downloadable game for Windows and macOS
STORY
You were a villager from a small village who had set off to a nearby kingdom to bring prosperity to your home. After two years of contact, dead silence followed. You were worried but stayed in the kingdom to finish your training. After another year, you excitedly return home, only to find a strange ruin there instead...
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GAMEPLAY SUMMARY
Players will pick between two classes with unique game mechanics, one that can pull and one that can switch between two weapons, to play a 3D action RPG game featuring one large map and several enemy types. Players will be encouraged to avoid and hurt enemies while looking for the remains of their village, collect valuable treasures to preserve back at their kingdom and make a name as an archaeologist. They will encounter small puzzles and platforming along the way.
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FALL SEMESTER 2024 WIP Preview 1
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FALL SEMESTER 2024 CONCEPT WIP Preview 2
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FALL SEMESTER 2024 [ Dev Log ]
WEEK 3:
- Messed around with some ideas, no solid framework developed
- Spent time re-familiarizing with Unity navigation
- Tweaked concept from feedback (scope)
WEEK 4:
- Speed designed 3D low poly model of [Player]
- Sketch environment and map concept
- Further tweaked concept from self-scoping (no boss fight, 1 floor, both for now)
WEEK 5:
- Aesthetic research for game's art style inspiration (Mesoamerican)
- Further sketching of environmental concept
- Initial enemy concepts (focused on 2 for scope for now)
WEEK 6:
Early in Week
- 2nd Unity file; pulled model of [Player] into Unity
- Initial movement framework
- Initial game framework
Later in Week
- Finish [Player] movement [WASD, space bar] input
- Initial [Player] camera framework
- Initial enemy movement
WEEK 7:
Early in Week
- Finish [Player] camera framework
- Fleshed out enemy movement
- Initial frameworks added ([Player] dodge, [Player] health, enemy "aggro")
Later in Week
- Worked on [Player] dodge and [Player] gravity ability
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WEEK 8:
Early in Week
- Sketched initial concepts for puzzle 1 and 2
- Sketched concepts for enemy ability
Later in Week
- Worked on [Player] Graviton (named now) ability
- Edited camera movement to be smoother as well as introduced 'scroll' framework
WEEK 9:
Early in Week
- Troubleshooting Unity issues such as package imports, layout issues, etc.
- Worked on some environment design and blockout (not level design but the structure of the map)
Later in Week
- Puzzle 1 concept introduced; concept is 4 large stones in 'water' that must have something dropped onto
WEEK 10:
Early in Week
- Worked on en_Ghost behavior (movement); initial 3rd room blockout
- Worked and implemented rough UI
- Introduced health and aura framework
Later in Week
- Cleaned up and organized script/variables/etc.
- Initial puzzle 2 concept blackout and build; concept introduced as grave puzzle where 4 ghosts must be dragged into their correct graves amongst 4 choices
WEEK 11:
Early in Week
- Worked on puzzle 1 framework
- Worked en_Ghost framework and animation; framework now runs as a passive with no aggro system
- Workled on Graviton to no longer be attached to [Player] but now enemy instead
Later in Week
- Fixed and finalized en_Ghost animation
- Worked on puzzle 2; fixed strange issue where Graviton
WEEK 12:
Early in Week
- Graviton ability rework: no longer attached to [Player] but now attached to enemies
- Worked on puzzle 1 and 2; primarily focusing on 2 for playtest, all progress for puzzle 1 paused
- Finalized Graviton ability of the en_Ghost
Later in Week
- Re-edit and try out NavMesh for en_Skeleton to help achieve new framework concept of pulling and dropping onto a new NavMesh
- Sketched coin concept art for pre-vis art concept example
WEEK 13:
Early in Week
- Began and finished 3D modeling coin concept art
- Began and nearly finished UV map editing of coin
Later in Week
- Discovered bug to be implemented as a feature from en_Skeleton aggro behavior
- Puzzle 2 editing; changed script so that requirement of 4 ghosts (each with specification) changed to only 1 ghost for playtest
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SPRING SEMESTER 2025 [ Dev Log ]
.week1 JANUARY
- wedn. 1/22/25 0hrs + (3hrs) = 3hrs
== TOTAL == 3hrs
.week2 JANUARY >>>> worked on models/UVs/textures
- mon. 1/27/25 4hrs + (3hrs) = 7hrs
- wedn. 1/29/25 2hrs + (3hrs) = 5hrs
== TOTAL == 12hrs
.week3 FEBRUARY >>>> worked on models/UVs/textures
- mon. 2/3/25 4hrs + (3hrs) = 7hrs
- wedn. 2/5/25 1hrs + (0hrs) = 1hrs
== TOTAL == 8hrs
.week4 >>>> worked on models/UVs/textures
- mon. 2/10/25 3hrs + (3hrs) = 6hrs
- tues. 2/13/25 1hrs
- wedn. 2/12/25 0hrs + (3hrs) = 3hrs
== TOTAL == 10hrs
.week5 >>>> finish integrating alien aspect | finished models : 75% | finished UV: 65%
- mon. 2/17/25 2hrs + (3hrs) = 5hrs
- wedn. 2/19/25 1hrs + (3hrs) = 4hrs
== TOTAL == 9hrs
.week6 >>>> finished textures: heirlooms=100% | aztec=50% | alien 33% | began environmental blockout
- mon. 2/24/25 2hrs + (0hrs) = 2hrs
- tues. 2/25/25 1hrs
- wedn. 2/26/25 0hrs + (3hrs) = 3hrs
== TOTAL == 6hrs
.week7 MARCH PLAYTEST >>>> finished textures: aztec=65% | color palette implementation | changed entrance | some cleanup
- mon. 3/3/25 1hrs + (0hrs) = 1hrs
- wedn. 3/5/25 0hrs + (3hrs) = 3hrs
== TOTAL == 4hrs
.week8 SPRING BREAK
.week9 >>>> finished ALL models, UVs, and 50% of textures | early sound research
- mon. 3/17/25 4hrs + (3hrs) = 7hrs
- tues. 3/4/25 1hrs
- wedn. 3/19/25 0hrs + (3hrs) = 3hrs
== TOTAL == 11HRS
.week10 SPA
.week11 MARCH -> APRIL >>>> major cleanup of game/files/UI etc. | UI edit | more sound research | camera tweaks again
- tues. 4/1/25 2hrs
- wedn. 4/2/25 2hrs + (1hrs) = 3hrs
== TOTAL == 9HRS
.week12 APRIL >>> finished necessary models/UVs/textures | additional platforming | fixed major texture rendering issue
- mon. 4/7/25 3hrs + (3hrs) = 6hrs
- wedn. 4/9/25 0hrs + (3hrs) = 3hrs
== TOTAL == 9HRS
.week13 >>> completely changed camera/movement behavior (final) | tweaked platforming & lighting | began animating platforms
- mon. 4/14/25 1hrs + (3hrs) = 4hrs
- wedn. 4/16/25 0hrs + (3hrs) = 3hrs
== TOTAL == 7HRS
.week14 >>> cleaned up Graviton script and made it work for all appropriately tagged objects
- mon. 4/21/25 0hrs + (3hrs) = 3hrs
- wedn. 4/23/25 1hrs + (3hrs) = 4hrs
== TOTAL == 7HRS
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Status | In development |
Platforms | Windows, macOS |
Author | HLian |
Genre | Action |
Install instructions
Unzip the file and double click on My project.exe to open up the game.
Use G to use your Graviton ability, WASD to walk around, Space Bar to Jump, and R to restart the game. Use mouse to Move around. Press Q to quit the game.
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