Quest Quencher
For this year’s Tojam we finally did what we said we’d never do, that is to create an RPG from scratch in two days. Somehow, we pulled it off… well mostly.
The Game,
Turn-based dungeon crawler influenced by traditional tabletop style gameplay. The Player controls three heroic characters, The Gladiator, The Elementalist and The Jinxer. Each character comes with their own set of abilities and provides unique roles for the group. Original intent was to allow multiplayer co-op mode or a VS mode where one player acts as the dungeon master controlling all the monsters, while the additional player(s) control the hero characters. This feature was out of scope for the Jam though. Levels were built from a modular tile-set which could later be used for dynamic creation. We used Unity for the game’s engine.
The Team,
Programming:
Fraser Adams ( Gameplay, AI, Pathfinding)
Phillip Cosgrave (Abilities, User Interface)
Art:
Rhys Yorke (Characters, Logo Designs)
Noah Marton (Environments)
Phil Koronya (User Interface)
Game Design:
Noah Marton (Game Mechanics, Combat, Units, Level Design)
Fraser Adams (Game Concept)
Day One,
I spent most of day one finalizing any design mechanics, creating shaders in Unity, and coming up with a layout for the modular art assets. Rhys began with our teams logo design, we wanted to get some t-shirts printed this year. Though we should have probably had this done prior to the Jam as it’s not directly related to the development and took up some of his time. After the logo, Rhys delivered some concept art and portraits for the UI. Phil K. Started tackling UI graphics, the programmers started to work their magic making everything happen.