The Lantern Bearer

Genre:

Action

Duration:

7 Weeks

Team Size:

16

My Roles

Combat Design
Systems Design

AI

Boss Fight
Ranged Enemy
Melee Enemy
As the combat designer, I set up three distinct AI enemies. The basic idea was to study the fighting patterns of enemies in the souls-like genre in order to emulate them as much as possible. In order to make the boss fight feel different but not overly scary, players are onboarded via the earlier encounters against the melee and ranged enemies as a soft tutorial by repurposing their unique animations into the boss fight.

Combat

Light Attacks
Blueprint Image WIP
Heavy Attack
As part of the combat design, I was also responsible for setting up the player attacks that consisted of 3 hit combo faster paced light attacks and a relatively slower paced heavy attack with the addition of a ranged attack as part of a last minute redesign based off of playtesting feedback.

Systems

Lantern Health System
Blueprint Image WIP
Interactions
As the technical designer, I was able to set up a few systems for the game:
  • Lantern Health System:
    The system was inspired from the old Sonic games where the player does not die when their health reaches zero but instead drop the lantern. The lantern thus offers a lifeline, wherein if the player is hit when the lantern is dropped, of if it's dropped a certain number of times, the player dies.
  • Goblet Interactions:
    A basic interface was used to implement various interactive elements using a goblet and simple camera blends.