Warrior’s Lair AKA Ruin

On Warrior’s Lair, I was responsible for designing and developing the Assassin Player class, the preliminary design of the Mage Player class, and design and implementation of all creatures and boss characters. I was also responsible for some of the general combat systems and control scheme development. I also designed or helped to design features for the level editor, so that it fit the needs of the combat team.

Assassin class design and first pass implementation – My first task after I moved to the combat team was to flesh out the design for the Assassin and begin implementation of improvements. This was a great challenge. One of the main goals was to make this class feel and play different than the warrior player class. His movement rate and defensive move were designed to complement the style of play that we predicted for users of this class. The defensive move was a dodge.

This class presented a new challenge, as well. Since this class was ranged, it became immediately apparent that the assassin player class needed some help in terms of targeting and possible target locking. There were several schemes that were designed, but, in the end, the solution that was settled on was a target-lock toggle system that allowed the assassin to strafe in orbit around the locked on target, while still allowing the player to advance and retreat in relation to the target. It was a vast improvement over using a soft lock system that used player-facing. It also gave the assassin a dynamic and strategic feel that really pushed the class.

Mage class design – For the Mage player class, we wanted this class to be a bit different that the traditional “glass-cannon” that mages usually are in classic RPGs or dungeon crawlers. To this end, we wanted to provide her with a decent amount of attack power and mobility but creating a mechanic for using the powers that would put the mage in danger. This mechanic was originally a charge-up mechanic that increased the effectiveness of an attack. In order to charge up, however, the mage had to be stationary. This created a nice feel for gameplay in that the mage was constantly testing the limits of how close things would get before she could teleport away. It provided a nice balance between attack power and mobility, and depending on how attribute points were allotted, the mage could either choose to stand firm and take the hits, or choose to be a more mobile, traditional flavor of the mage. Overall, it was a really fun challenge.

Creatures and Bosses:
On this project I was responsible for 24 creatures and 4 bosses. Creature design included reviewing concept art for the creatures, designing all of the attacks, moves, and other behaviors. It also included implementation of the animations, VFX, and SFX that each creatures design document called for. It was an incredible experience.

Tools and Technical Design:
I also worked with our tools programmers to design the modular character (enemies and players) construction system for allowing combat designers to construct creatures and players.

In addition to these later tasks, I also worked closely with the Level Design Lead and our tools programmers to develop our tile-based tools for level construction in our in-house level editor. On the level building front we were able to come up with some very cool improvements for our level layout tools that saved us an incredible amount of time. This allowed the level design team to crank out tons of great content in a very short time.

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