ADVENTURE RPG
I have a fierce passion for MMOs and the online games of yore – I wanted to try out developing some old mechanics of yesteryear, and some new ones I felt could bring a new bit of revitalization to older games.. Below are some elements of gameplay I experimented with throughout it’s development.
Starting off, I wanted to create a camera control system that mimics standard MMO controls.

I was interested in creating a system where the player would actually have to type out spells to cast them. This gameplay was backed with a system that generated unique spells per game as to add variety and interest to every play through.
Wanting to keep minimal UI on the screen, I experimented with having enemy health shown as a ring at the bottom of the enemies feet. This doubled as a targeting reticule for the player’s current targets.


Later on I tried a more free form targeting system that would be based on a cone in front of the player depending on the weapon currently equipped. Enemies that would be affected by the skill would be outlined in red.
I decided that although it was cool, a system where you had to type spells wasn’t very accessible to all players, especially those who are not able to use keyboards. In the spirit of the previous system, I developed spell casting gameplay where the player combines runes to create spells.


Additionally, depending on the intensity of the spell, the cast time of the spell would increase.

Dynamic Snow Shader and Rain FX

Here you can see a better example of how equipping different weapons would affect the range and arc of melee attacks.
This allowed melee combat to feel more interesting and diverse, giving each weapon it’s own feel in combat.
This also played into attacks. Below you can see a Cleave ability that is hitting all 3 targets.



Initially I tired a classic inventory and character equipment system based on slots. The inventory itself uses Tetris style gameplay, where objects will fall if the ones below them are removed. This was done to mimic how a backpack would work.
However, I wanted to try a equipment system where the player would equip items directly onto their character. Along with this player’s could loot equipment straight off enemies – what you see is what you get!




Some exploration of blood effects.
