Title: Diana's Inferno
Team Size: 5
Team Members: Team Heresy
[Nathan Scott - Producer
Miguel Espinosa/ Rita - Artist
Te Zhang - Technical Artist
Mukul Kakroo - Engineer
Shantanu Pandey - Engineer]
Development Time: 16 days
Development Engine: Unreal 4.18
For this game, we decided to take the inspiration from Dante’s Inferno, hence the name Diana’s Inferno. This is a 2D puzzle platformer game with a heavy focus on game narrative. A story of Diana's redemption where she travels up the 9 circles of hell. Player will gain and loose certain powers at certain time and narrative will move forward based on what powers player decide to keep/loose.
As for game controls, it’s a Windows PC game with Xbox controller.
Since there were two engineers in this project, engineering work was divided equally between the two of us. Unreal blueprints were used to develop the game. Since it was just a two-week prototype, I thought it would a good time to get my hands on the blueprints. First time during prototyping, I did no coding, it was all blueprints. As for the game, I worked on the following components of the engineering:
Click Here to download the game.
Click Here for GitHub link.
Team Size: 5
Team Members: Team Heresy
[Nathan Scott - Producer
Miguel Espinosa/ Rita - Artist
Te Zhang - Technical Artist
Mukul Kakroo - Engineer
Shantanu Pandey - Engineer]
Development Time: 16 days
Development Engine: Unreal 4.18
For this game, we decided to take the inspiration from Dante’s Inferno, hence the name Diana’s Inferno. This is a 2D puzzle platformer game with a heavy focus on game narrative. A story of Diana's redemption where she travels up the 9 circles of hell. Player will gain and loose certain powers at certain time and narrative will move forward based on what powers player decide to keep/loose.
As for game controls, it’s a Windows PC game with Xbox controller.
Since there were two engineers in this project, engineering work was divided equally between the two of us. Unreal blueprints were used to develop the game. Since it was just a two-week prototype, I thought it would a good time to get my hands on the blueprints. First time during prototyping, I did no coding, it was all blueprints. As for the game, I worked on the following components of the engineering:
- Player Aura: Glowing circle over the player which can be used to interact with the objects.
- Icicles: Falling intractable icicles, they hold the key to solving some puzzles.
- Game UI: the right bottom screen controls UI and game complete UI, retry and exit.
- Boss Battle: Homing attacks on player location, could be changed to bullet-hell level (not in prototype).
- Camera Movements and Level Wrapping.
Click Here to download the game.
Click Here for GitHub link.