ENEMIES - LEVEL - UI

Alfonso Sanchez-Cortes Puerta

DESIGN

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Project overview

I'm Alfonso Sanchez-Cortes Puerta and in this project, I've been mainly involved in the design of the enemies, the sewer level and the implementation of the UI.
Working on this project has been a great experience and a challenge that has made me learn a lot about the development of large teams.

Enemies Design


The proposal chosen when designing the enemies was to create 3 different types of enemies: range, melee and tank. Besides, 2 different sets were created: common enemies for all levels and thematic enemies that only appear at a particular level, such as the barrelman for the city level.

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 Netman: Ranged 

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 Cyborg: Melee

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Barrelman: Tank

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First implementation and problems

During the first milestones the enemy that was developed was the Netman range. However, due to the short development time I created a variant: a netman melee so I could iterate and test the combat in a fast way.

The main problems that arose both in the netman ranged and melee were the following ones:

- Their design didn't match the overall design of the game.
- Animations of the melee were very poor.
- Behavior was very simple and towards boring combat.

How it was solved

To solve the problem, the combat was remade, changing the system to another one that worked with events and adapting the new behavior of the enemies (coded by Sandra, Guillem and Guillermo). Moreover, the netman was changed for the cyborg and new animations were added.

Sewers level design


For the design of the second level I planned to reduce the size considerably with respect to the first one but maintaining a similar duration.

My proposal was to make a circular maze where the player had to look for and break some valves in order to access the final boss area, adding thus the mechanics of water.

The design proposal of David Valdivia was to make the sewer environment made out of terrains so the player could be guided more linearly. We took the best of both worlds and mixed them together to create the final design of the level.

Items design

Passive tree re-design


Due to time constraints and the already high workload in both art and design departments, it was decided to change the skill tree to a passive tree to minimize the cost of production. 

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Re-implement and distribution UI scripts


The main problem that existed in UI was that all the code was in a single script and to be able to find errors and to iterate over it became very slow. The solution I proposed was to divide a script for each UI element and have a controller where we could access any script to reduce the dependencies and be able to both iterate and modify it faster.

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