Shantanu Pandey
  • Projects
    • Hard Light Vector
    • Memory Manager
    • Samurai Crusader
    • Dyslexia VR
    • Geriatric Depression Suite
  • Prototypes
    • Game Mechanics
    • Diana's Inferno
    • MakeUp & BreakUp
    • 10Pest
    • Ninja Pinball
  • Blogs
    • Sic Parvis Magna
    • Game Engineering - Week 1
    • Game Engineering - Week 2
    • Game Engineering - Week 3
    • Game Engineering - Week 4
    • Game Engineering - Week 5
    • Game Engineering - Week 6
    • Game Engineering - Week 7
    • Game Engineering - Week 8
    • Game Engineering - Week 9
    • Engine Feature - Audio Subsystem
    • Final Project - GameEngineering III
    • AI Movement Algorithms
    • Pathfinding Algortihms
    • Decision Makiing
  • About

Diana's Inferno.

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:
  • 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.

    Leave a Reply

Submit

FOR ANY FURTHER DETAILS


Telephone

801-859-1131

Email

Resume
File Size: 227 kb
File Type: pdf
Download File

Visit Hard Light Vector
[email protected]
Git Hub
  • Projects
    • Hard Light Vector
    • Memory Manager
    • Samurai Crusader
    • Dyslexia VR
    • Geriatric Depression Suite
  • Prototypes
    • Game Mechanics
    • Diana's Inferno
    • MakeUp & BreakUp
    • 10Pest
    • Ninja Pinball
  • Blogs
    • Sic Parvis Magna
    • Game Engineering - Week 1
    • Game Engineering - Week 2
    • Game Engineering - Week 3
    • Game Engineering - Week 4
    • Game Engineering - Week 5
    • Game Engineering - Week 6
    • Game Engineering - Week 7
    • Game Engineering - Week 8
    • Game Engineering - Week 9
    • Engine Feature - Audio Subsystem
    • Final Project - GameEngineering III
    • AI Movement Algorithms
    • Pathfinding Algortihms
    • Decision Makiing
  • About