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Wizard's Woe

Description

A top-down movement game where you play a wizard who must traverse through dangerous rooms of a catacomb. With this project I wanted to gain more experience in designing action games. In particular, I wanted to learn how to design character controllers that "feel good" and how to design fun levels for such a character.
I created all assets except the player character's 3D model.

Keywords

• Personal project
• Movement game
• Unity, C#

Contributions

Developed Path Tool

In this game, many objects follow predefined paths. To support this, I developed a path tool capable of creating:
● Composite Bezier curve paths (both cyclic and non-cyclic).
● Linear paths (both cyclic and non-cyclic).
● Circular paths.

Designed Room System

The game is structured into rooms, with each room offering a unique challenge to the player. This room structure required a system that handles
● Camera movement within rooms.
● Player respawning.
● Resetting of rooms (resetting enemy positions, collectibles, ...).

Designed over 20 levels

I used different strategies to generate unique and interesting levels:
● Formulate design challenges, such as "Can I create an interesting level using only deadly zones?"
● Level sketches

Designed Flexible 2D Character Controller

The character controller is a crucial component of any movement-based game, as it ensures that movements feel intuitive and responsive. I developed a comprehensive character controller that includes:
● Animation curves for precise control over acceleration and deceleration.
● Consistent handling of movement in all directions, eliminating speed-strafing.
● Framerate-independent movement.
● Dashing capabilities.
● A targeting and shooting system.
● Gamepad compatibility.

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© 2024 by Ansgar Glup

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