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Songs from the IRON SEA

DESCRIPTION

In the course of the project, I participated in the complete realization of the 3C, but also of the LDO.

I also conceptualized the behavior of the Boss Fight

TEAMS

GD :

- Lucas Coquet

- Nicolas Perdu 

- Florian Pons

- Toby Tellier

Artists :

- Aurore Konig 

- Morgane Paulmier

CONTRAINTS

- Create a  game with a 15min gameplay
- Programming by the GDs
- Complete the project in 8 months maximum

CHALLENGES ENCOUNTERED

DOCUMENTATION

- To realize a pacing for an entire game
- Have several roles ( Lead Level Designer, Game Designer )
- Find interesting LDO with our controller
- Make an interesting and pleasant 3C

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LDO

The first LDO I conceptualized was the guard that will only be present on the factory side.
The guard's behavior will be to look at a certain location or turn on himself to scan an entire area.


The second LDO of the factory will be the magnet which will allow the players to move boxes on pressure plates to open doors or to protect themselves from the guards' eyes 

Lastly, the bubbles that are present in the Ocean and the boss fight will allow the player to move in the air because they act as small water areas where the player can stay

CONTROLLER

First of all, we started with a water controller.
In terms of code as well as balancing, we tried to make it as enjoyable as possible so that the player feels that he controls an aquatic creature.

The character's capabilities are simple.
The player will be able to jump in the air to reach high areas

The gamer will be able to Dash that will allow him to cross the turbines or get out of the water.

He may also sing alongside corals that will allow him to collect poems.


This simple controller will enhance the level design as well as the smoothness of the character.

BOSS LASER

For the final fight the boss will have 3 shooting modes:

- 1st mode: automatic aiming at the player

- 2nd mode: shooting at specific positions

- 3rd mode : continuous shooting following a pattern

I have balanced the shooting modes so the player feels pressure/intensity, but the difficulty is not huge.
The player can inflict damage on each activated pressure plate, which will deactivate it for a period of time.
It's gonna take three pressure plates to kill him.

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