Blog #11

Hey guys, welcome back. Blog #11 is a deep dive into what I’ve been working on for the last few weeks. Just as a high level summary I decided that I wanted to learn more scripting skills to add to my portfolio and to help develop my understanding of the game development process. These last few weeks I’ve been here working 70-80 hours a week. The last few days I had to force myself away because I want to avoid burnout, but man when you start getting it and that understanding starts to sink in of how to write your own scripts and make things work it’s addicting. It was difficult to pull myself away. School is technically out so few people are left in the school which is kind of haunting, but no distractions has really allowed me to accelerate my progress.


Level Design:

Over the past few weeks, I’ve been working on a project called FantasyFalls—a name that’s a playful nod to Final Fantasy. The game draws inspiration from the aesthetics and world-building of iconic JRPGs like Final Fantasy X, XII, XIII, and XV, aiming to capture their rich, fantastical atmosphere. However, FantasyFalls takes a different direction in gameplay, focusing on fast-paced platforming and movement-based puzzles to keep players actively engaged in exploring the world.

The combat, for now, leans toward a Souls-like feel, thanks to a free asset pack I incorporated as a starting point. While the primary focus is on movement and exploration, this combat system adds an additional layer of challenge and excitement. The project is a blend of dynamic gameplay and striking visuals, designed to make every moment in the world feel exciting. Check out the photos below to see how it’s shaping up!


Scripting Work:

This week has been all about scripting and refining gameplay mechanics. I’ve worked on dynamic systems like teleporters that integrate seamlessly into mazes, cinematic helicopter sequences with enemy drops, and interactive puzzles such as multi-key door activations. Each script focuses on creating engaging, responsive gameplay while ensuring clear feedback for players.

If you’re curious to see these mechanics in action, head over to the Scripting page! You’ll find detailed breakdowns of these systems, from spawning enemies and managing triggers to implementing visual and functional elements that bring levels to life. Click the image below to take a closer look at what’s been keeping me busy!


Capstone:

I’ve begun designing my level for Dillo’s Dilemma, the capstone project where players take control of an armadillo in a fast-paced, action-packed adventure. My level is set in a pinball machine factory run by an army of evil rats. The factory is no ordinary assembly line—it’s a sinister operation where the rats harness energy from kidnapped armadillos to power their machines. As our hero, the player’s mission is to infiltrate the factory and destroy it, stopping the rats from producing any more pinball machines.

This concept allows for some really fun and dynamic gameplay opportunities. I’m incorporating pinball-inspired mechanics into the level design, with bouncing hazards, conveyor belts, and spring-loaded traps. The setting is also rich with storytelling elements, from machinery that reflects the armadillos’ plight to environmental puzzles tied to sabotaging the factory. The goal is to create a level that’s not just visually engaging but also integrates the theme and mechanics in a way that feels cohesive and exciting for players.

Previous
Previous

Blog #12

Next
Next

Blog #10