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Morning Star
TGA - Group Project 6:  Hack n' Slash

Summary

Hack and slash to save Dustwick from mutants and monster created by the deranged baron.​

Specifications

  • 14 weeks half time (4 hours per day)
    Game built with our own engine (Sidetrack Engine)

  • Levels edited and exported with unity

  • Runs on Windows OS

  • 3 levels + a boss level, 15-40 minutes of gameplay

  • Reference game: Diablo

My contributions​​

  • Designing level 1 (1 out of 4)
     

  • Decorating level 1
     

  • First hand tech responsible among level designers
     

  • Playtest & bugreport
     

  • Soundtrack and SFX
     

  • Game trailer

Team Colossal Alpha Frog

​
Level Desgin

  • Albin Hyseini

  • Fredrik Westerlund

  • Fredrik Nyrell

​

Programming

  • Jakob Eklund

  • Oskar Magnusson

  • Jarl Ottenby

  • Joel Danzer

  • Mikael Said

  • Markus Wikström
     

Game Art​​​

  • Johanna Petterson

  • Sebastian Engstrand

  • Selemon alazar

  • Jens Granström

​

Audio ​​

  • Albin Hyseini

Our level design tools

Unity - Level design

We used Unity to build up our levels visually and represented gameplay objects by using tags that our own engine were programmed to understand. Levels exported as json files using a script developed by our programmers. In order for our engine to handle navigation, we exported navmeshes separately as FBX. 
 

Unity Prefabs in prefabs - Level decoration

There was a lot of art assets produced by our artists and since we level designer stood for the set dressing, we learned for the first time to work systematically with prefabs in unity. We used original prefabs, partly unpacked prefabs, and fully unpacked prefabs. We defined two types so that we had "raw prefabs" and "group prefabs". Group prefabs were the more compound environmental assets that were made out of multiple "raw prefabs".

IMGUI - Character parameters

We used IMGUI directly in our engine in order to control parameters of avatar and enemies to balance the difficulty and overall feeling. This IMGUI tool was developed by our programmers

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