MAGICAL MAYHEM
ROLE
Designer
DESCRIPTION
Here is an assignment project of an RPG design style of a course assignment that took about three months to complete. This was a bit of trial and error due to some hard trouble trying to get some of the project right and run smoothly, but in the end, I could pass the assignment with a 100% for the final project grade.
YEAR
2024
progess
Complete
GENRE
RPG
PLATFORM
PC Unreal Engine
Information about Design
In this design process, we were assigned to complete the following task. The following task was a list of assignments that took place during the whole month of the course. But for me, it took three months since I repeated the class. During this, I had to change each outcome of each trial test each time. But I ended up with the final top-grade score.
The list of content assignments is as follows:
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Death and respawned for the player's character
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Spike Trap
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Checkpoint
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Inventory system
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Adding items
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removing items
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special items
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Interactives
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SpellBook
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adding next spells
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creating two new spells of our own besides the ones that the professor had provided
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Turret
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having it move, and once the player is in the target zone, stop and fire
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Images for the Design
Evolution Change
What When Right?
Character Health Bar
We had to input a health bar into the character for this project section. By that, we had to create the function for the health bar. Along with increasing and decreasing health. This is to show that the player can see the player's health as it is stepping on the spike traps. This was one of the challenges that needed to be applied to the challenge before completing the maze run.
The Trap is Set
In this Design Process, we were tasked with creating a three-floor maze run. We had to use different spike tramps created in the lecture videos. These tramps damaged the character, and if the player lost all health, they reset the player back to the beginning of the maze. The creation was simple, and it never failed once, making it easy to pass.
Checkpoint System
The Checkpoint system was the next easiest task to complete. I was a bit hesitant about this part of the project because I was having some technical difficulty with it. I overthought some coding steps that I just missed a few times, but I was able to get it in the end.
Item Pick up
The Inventory pick-up caused items to need to be picked up, so we had to create items that needed to be picked up. We ended up creating a base for the pick. Then, that is the base, and we created a child class of the base.
What Went Wrong?
How was it Fixed?
Inventory System
There was a bit of trouble with some work in process for the Inventory system. During this process of my work, we had to add the inventory system to add items of the same type together, add unique ones to the system, and being able to remove items for a quest. But I was having a bit of a problem with that. I just so happened to watch many videos on YouTube, including lecture videos, and even asked for help. But I was still having problems. Then, I tried to restart the process over again to see if I made a mistake in that process and if I was able to solve the problem. But I still feel like I'm missing something. Plan to review it and fix it later. With a demo full game
Turret Troblem
The Turret was hard to figure out. During the process of this challenge, I was able to get it the first time around. However, during the second time, I tried to remember what I did to get it right but could not find out how. In the end, I was able to get somewhere with it slightly. It still never made a full rotation like the first time I tried it. It only made a slight turn. But it still worked out.
To make it work, I just so happened to watch YouTube, along with lectures and getting help.
Spells
The Spells and Spellbook have been a bit of a challenge. See, I was having a bit of a challenge with having the spells stay at the point where the spell was cast. But for some odd reason, the spell would just follow me around during the playthrough. With some research and videos, I was able to figure it out.