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P_Disorder (ピーディスオルダー) Level:Yume The Dreamscape (夢 ザ ドリームスケープ)

You can play a build of the game here Portfolio link: https://elder483.itch.io/yume-the-dreamscape

This isn't specifically a portfolio, but rather the process on how the project has evolved.

The game was designed with the player having a weapon with multiple modes/forms, These weapon types will allow the player to manage their health, damage and at times navigation of the level.

I designed everything based on Kanji as I wanted to incorporate my hobby of learning Japanese into the project. Furthermore, I have added in my own translation, due to myself being self taught and using google translate to find the odd word. The Japanese dialogue might not be accurate, if something is obvious or doesn't make sense, please feel free to contact me.

Currently the game is a singular level featuring two bosses and a range of mechanics, I hope you enjoy playing it.

In the future I would like to implement another boss at the end, additionally make the quests and make it so they can be completed. Audio, particle effects and model updates.

The level in its entirety, this is it's current state. I would like to add more in the future, i.e. Audio, effects, quests and a boss by the tree.

Title Screen

Title Screen

Overview of the whole area.

Overview of the whole area.

The tutorial segment.

The tutorial segment.

Overview

Overview

Gun UI in in game

Gun UI in in game

Shoot/Default selected, (note the katakana writing has appeared).

Shoot/Default selected, (note the katakana writing has appeared).

Shoot/Default Unselected

Shoot/Default Unselected

Charge shot selected, (note the katakana writing has appeared)

Charge shot selected, (note the katakana writing has appeared)

Charge shot unselected.

Charge shot unselected.

Barrier selected, (note the katakana writing has appeared)

Barrier selected, (note the katakana writing has appeared)

Barrier Unselected

Barrier Unselected

Shinkansen selected, (note the kanji writing has appeared)

Shinkansen selected, (note the kanji writing has appeared)

Shinkansen Unselected

Shinkansen Unselected

Sword UI in game

Sword UI in game

Fight/default selected, (note the kanji writing has appeared).

Fight/default selected, (note the kanji writing has appeared).

Fight/default unselected.

Fight/default unselected.

Counter selected, (note the katakana writing has appeared)

Counter selected, (note the katakana writing has appeared)

Counter unselected

Counter unselected

Soul shift selected, (note the katakana writing has appeared).

Soul shift selected, (note the katakana writing has appeared).

Soul shift unselected

Soul shift unselected

Soul shift selected, (note the kanji writing has appeared)

Soul shift selected, (note the kanji writing has appeared)

Ryu no katana/Dragon's blade unselected.

Ryu no katana/Dragon's blade unselected.

Combat

Combat

Fisherman Concept

Fisherman Concept

Fisherman in game with dual text, the Japanese is my own translation so it might not be entirely accurate.

Fisherman in game with dual text, the Japanese is my own translation so it might not be entirely accurate.

Ground floor.

Ground floor.

Elevator in the tower

Elevator in the tower

the first floor, this is a mirror maze, with the objective of activating then three bells located around this floor.

the first floor, this is a mirror maze, with the objective of activating then three bells located around this floor.

2nd floor this is an introduction to the moving platforms.

2nd floor this is an introduction to the moving platforms.

Outside of the tower, the player must use a combination of wall runs and jumps between platforms to ascend to the next floor.

Outside of the tower, the player must use a combination of wall runs and jumps between platforms to ascend to the next floor.

Computer Guardian Boss

Computer Guardian Boss

Using the barrier may reveal hidden pathways.

Using the barrier may reveal hidden pathways.

Breakable wall leading to the basement.

Breakable wall leading to the basement.

Basement (Secret Area) This will be used for a quest in a later build.

Basement (Secret Area) This will be used for a quest in a later build.

Tree and Protagonist. (Project Thumbnail).

Tree and Protagonist. (Project Thumbnail).

The initial starting area with the tree of dreams (Goal) in the distance.

The initial starting area with the tree of dreams (Goal) in the distance.

Map overview

Map overview

close up of the initial bridge. With lanterns either side.

close up of the initial bridge. With lanterns either side.

A view of the starting area once the player has crossed the initial bridge.

A view of the starting area once the player has crossed the initial bridge.

Once you have passed through the first door, you can see the waterfall and some hovering discs that the player would have to jump across to reach the upper building.

Once you have passed through the first door, you can see the waterfall and some hovering discs that the player would have to jump across to reach the upper building.

These discs would rise from under the water once the player has defeated the initial enemies, teaching the player the basics of combat.

These discs would rise from under the water once the player has defeated the initial enemies, teaching the player the basics of combat.

one of the two entrances to the upper level, you can see one of the platforms hovering.

one of the two entrances to the upper level, you can see one of the platforms hovering.

Upon the 2nd building there is a gap in the wall, requiring the player to slide through to get to the next area. Once the player has slid through the gap, there is a glowing block of cover presented to them.

Upon the 2nd building there is a gap in the wall, requiring the player to slide through to get to the next area. Once the player has slid through the gap, there is a glowing block of cover presented to them.

peering round the initial cover there are two more bits of cover, the player must shoot and destroy the enemy and move to the next cover, finally the way to the tree is clear.

peering round the initial cover there are two more bits of cover, the player must shoot and destroy the enemy and move to the next cover, finally the way to the tree is clear.

The stairway leading to the tree of dreams.

The stairway leading to the tree of dreams.

The tree of dreams.

The tree of dreams.

Facing the direction the player has come from (at the tree).

Facing the direction the player has come from (at the tree).

A top down of the map.

A top down of the map.

Showing some of the beams and construction used to support the building.

Showing some of the beams and construction used to support the building.

My main protagonist concept, with each weapon he acquires he gains a new personality, I wanted it to be quite humorous especially with  different weapons like he may get all sassy with a whip weapon etc.

My main protagonist concept, with each weapon he acquires he gains a new personality, I wanted it to be quite humorous especially with different weapons like he may get all sassy with a whip weapon etc.

A turn around of the character to help me model.

A turn around of the character to help me model.

The front of the character

The front of the character

The back of the character

The back of the character

The cloth on the character's arm. I had a lot of trouble with trying to get the cloth to not slide off or get caught on the elbow when I simulated it.  However this was the best I can muster at this point and I'm fairly happy with it.

The cloth on the character's arm. I had a lot of trouble with trying to get the cloth to not slide off or get caught on the elbow when I simulated it. However this was the best I can muster at this point and I'm fairly happy with it.

The cloth being attached to the back of the pelvis I had a similar problem as before. I ended up extruding a couple of points in the pelvis to help give the cloth something to hold onto.

The cloth being attached to the back of the pelvis I had a similar problem as before. I ended up extruding a couple of points in the pelvis to help give the cloth something to hold onto.

A close up of the players legs, these cables attached to the spheres will take electricity from the spine which runs into the central orb and provide balance and mobility to the legs.

A close up of the players legs, these cables attached to the spheres will take electricity from the spine which runs into the central orb and provide balance and mobility to the legs.

The character without the cloth.

The character without the cloth.

Player finally in the game I also used a post processing shader to give to give it a black outline on the environment. I used vertex colours for the character and edited the materials. Still lots of work that needs to be done.

Player finally in the game I also used a post processing shader to give to give it a black outline on the environment. I used vertex colours for the character and edited the materials. Still lots of work that needs to be done.

After playing through Doom and Doom eternal, It made me look back at my project and just think its lacking any real challenge/ design. So I went back to the drawing board and made some rough ideas on what to add.

After playing through Doom and Doom eternal, It made me look back at my project and just think its lacking any real challenge/ design. So I went back to the drawing board and made some rough ideas on what to add.

I decided that just before the player reaches the stairs to access the tree that the door will be shielded. I thought providing a tower which will provide more combat scenarios and traversal would be key. there is plenty of cover and explosive barrels.

I decided that just before the player reaches the stairs to access the tree that the door will be shielded. I thought providing a tower which will provide more combat scenarios and traversal would be key. there is plenty of cover and explosive barrels.

The second floor would use a combination of mantle, wall run and moving platforms to reach the platform (bottom of the picture) this will lead to the outside segment, below the platform is a collectable.

The second floor would use a combination of mantle, wall run and moving platforms to reach the platform (bottom of the picture) this will lead to the outside segment, below the platform is a collectable.

The outside segment again will use a combination of the skills taught to the player so far. In addition there is a secret floor accessed from a vent.

The outside segment again will use a combination of the skills taught to the player so far. In addition there is a secret floor accessed from a vent.

The secret floor will allow you to use the lift to reach the second floor as well as provide a collectable. (may be helpful if trying to collect items)

The secret floor will allow you to use the lift to reach the second floor as well as provide a collectable. (may be helpful if trying to collect items)

Final floor which will consist of a boss that will shock the floor in stages, The player would have to wall run and shoot the conductors or the boss. (the boss needs to be designed still). Player can sue the ship to travel to the Landing pad outside.

Final floor which will consist of a boss that will shock the floor in stages, The player would have to wall run and shoot the conductors or the boss. (the boss needs to be designed still). Player can sue the ship to travel to the Landing pad outside.

This is the tower, the ship will be placed in the platform closest. and can use it similar to ones in ratchet and clank and move the player to the one at the bottom near the tree.

This is the tower, the ship will be placed in the platform closest. and can use it similar to ones in ratchet and clank and move the player to the one at the bottom near the tree.

Can see the tower with its two openings.

Can see the tower with its two openings.

Map overview still a work in progress. I still need to model the assets.

Map overview still a work in progress. I still need to model the assets.

Shooting mechanic. Very basic and still in its infancy. Simple spawn a projectile.

Shooting mechanic. Very basic and still in its infancy. Simple spawn a projectile.

The wall run mechanic, Can also spawn a projectile whilst running and releasing space bar will allow you to double jump again.

The wall run mechanic, Can also spawn a projectile whilst running and releasing space bar will allow you to double jump again.

Capsule traces to show the mantle process.

Capsule traces to show the mantle process.

Design for the enemies thus far. The center one would be a boss fought by the tree. I wanted a small cutscene where a branch falls and it turns into the droid.

Design for the enemies thus far. The center one would be a boss fought by the tree. I wanted a small cutscene where a branch falls and it turns into the droid.

Front of the battledroid

Front of the battledroid

Back of the battledroid.

Back of the battledroid.

The front of the drone

The front of the drone

The back of the drone

The back of the drone

The enemies in game, the character is using animations from mixamo, still need to set it up properly.

The enemies in game, the character is using animations from mixamo, still need to set it up properly.

Initial boss concept, I again used Hiragana, katakana and Kanji to create the design. This time it was denki to do with electricity, Kumo for spider, and Kaze to do with wind. On its second phase its spider like legs would spin and it would  fly.

Initial boss concept, I again used Hiragana, katakana and Kanji to create the design. This time it was denki to do with electricity, Kumo for spider, and Kaze to do with wind. On its second phase its spider like legs would spin and it would fly.

Shrine.

Shrine.

Barrier

Barrier

Initial tower

Initial tower

Charge shot

Charge shot

initial text attempt.

initial text attempt.

Ryu no katana blade beam.

Ryu no katana blade beam.

Mirror maze initial.

Mirror maze initial.

Alert!

Alert!

Shinkansen, carrying an enemy, the printstring showcases the timer.

Shinkansen, carrying an enemy, the printstring showcases the timer.

Soul shift printstrings showcasing damage increase. Healthbar depletes when button is held.

Soul shift printstrings showcasing damage increase. Healthbar depletes when button is held.

Initial Video showcasing mechanics.

Intruder alert particle this is spawned whenever an enemy has detected the player by any means. The concept was inspired by metal gears alert.

Intruder alert particle this is spawned whenever an enemy has detected the player by any means. The concept was inspired by metal gears alert.

Barrier Particle effect for when barrier is selected.

Barrier Particle effect for when barrier is selected.

Charge shot Particle effect for when charge shot is selected.

Charge shot Particle effect for when charge shot is selected.

Counter Particle effect for when counter is selected.

Counter Particle effect for when counter is selected.

Shoot Particle effect for when Shoot is selected.

Shoot Particle effect for when Shoot is selected.

Die particle effect, enemies may say this when attacking.

Die particle effect, enemies may say this when attacking.

Dragon's blade Particle effect for when Dragon's blade is selected.

Dragon's blade Particle effect for when Dragon's blade is selected.

The particle is the Kanji for dreams, when an enemy dies it releases its dream to the tree.

The particle is the Kanji for dreams, when an enemy dies it releases its dream to the tree.

The kanji for fight, this is the default particle effect when selecting the sword

The kanji for fight, this is the default particle effect when selecting the sword

The kanji for kill, enemies may spawn this when attacking.

The kanji for kill, enemies may spawn this when attacking.

This means open in Japanese, and will spawn whenever a door is opened

This means open in Japanese, and will spawn whenever a door is opened

This means ring as in when you ring a bell, this is the particle that spawns when the player rings a bell.

This means ring as in when you ring a bell, this is the particle that spawns when the player rings a bell.

Shinkansen known in English as the bullet train, this particle effect for when the shinkansen is selected.

Shinkansen known in English as the bullet train, this particle effect for when the shinkansen is selected.

Soul Shift Particle effect for when Soul shift is selected.

Soul Shift Particle effect for when Soul shift is selected.