Your kingdom that you once served, is now fallen into the hands of a corrupt king. It is up to you to decide the future of the kingdom.

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About The Game

You play as a knight, who has been experimented on and further on outcasted by the king. You seek revenge, only to discover that there is more to what meets the eye.

This game has been made as a small vertical slice for a university project.

Prototypes

Splash Screen

We wanted to figure out how we could immerse the player from the start screen and ease the player into the game play. We were able to do this by having some epic splash art to make the player excited to play our game. We also played around with the camera fade and scene transitions.

Scene Flow

Another question we wanted to answer was how do we make camera transitions smoother and direct the player where to go. To remedy this, we would have a goal visible to the player as the scene starts, as they would know a goal is achievable and can formulate a plan to get there. Box colliders would be set smaller than the screen itself so the player never has to be on the edge of the screen.

Gameplay

The gameplay is important to us, and we wanted 2D movement to feel smooth and nice to look at. We also wanted to see how we would create basic enemy sprites to target the player. 

For the movement, we would smoothen wall jumping and player acceleration to make map traversal feel good, as well as a trail renderer to make dashing look cooler.  Also, instead of having consumed enemy power ups for short periods of time, make 1 time consumable power ups to help with movement.

For the enemies, it involved us having them be ground enemies scattered around with small detection ranges so the player has to maneuver around them.

Game Development Constraints

Limited Vision

Our game will have text to indicate what is what on the HUD. This has been tested with a grayscale filter.

Limited Dexterity

Our game is controlled by using โ€œAโ€ to move left, โ€œWโ€ to jump, and โ€œDโ€ to move right as the basic movement controls for the main character. You can also press the shift key to dash, which can be pressed by using their pinky finger. The melee combat attack is tied to the space key, which the player can use their thumb for a convenient hand placement.

Limited Audition

There is only background music, and is not required for the user to complete the game.

Limited Energy and Attention (Resting)

The player can already take breaks whenever they want, as they can just backtrack to already conquered areas. Some parts of the game are also safe enough that you would be able to take a rest wherever you want and be relatively safe. The player can stop to take a break whenever they are not being targeted by an enemy or in the middle of an action (jumping over an obstacle or avoiding an enemy), since the enemies will patrol a small area and are only an immediate threat if the player gets too close.

Game Format

This game will be an offline game and will not require any data transferring. The main platform will be for desktop OSs. We also had a restriction that our download size has to be less than 100 MiB, which we were able to solve by switching compilers when building the game, and just zipping the file when the user downloads the game.

Localization

Specifications required that there are at least 2 languages, and we chose it to be English and Mandarin Chinese.

For English, we have created the game from start to finish in English already, and all group members are fluent and have helped create the game without large grammatical errors.

For Mandarin Chinese, we have two group members who can speak the language, with one of them being fluent, so we will not have to use AI tools such as ChatGPT to translate the game, especially since we will not have too many large chunks of text in the game to translate

The only assets that required translation are the main menu and instructional popups. Planned text that may be added are text for the settings menu, such as quitting the game and adjusting the volume, as well as maybe a paragraph or two of scrolling text that could describe the lore/background of the game. They will be translated by our group members, and Unityโ€™s localization package will be used to help with this feature.ย 

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Credits

Main Team

Lucas Lee (Project Lead and Producer)

Nicholas Puckdee (Animator and AI Programmer)

Jose Orantes (UI and Game Designer)

Elroy Saltzherr (Level Designer and Programmer)

Nicholas Lee (Deployment and Tools)

ZhiBin Huang (Localization and Programmer)

Brendan Wang (Programmer and Animator)

Outrealm Contributors

Adam Aviles (Art)

Akhror Rakhmatov (SFX)

Download

Click here to download (Windows x86_64)

Unzip the file by right clicking and clicking “extract all”.

Contact

Contact Lucas Lee at luclee@ucsc.edu. For other people’s contact, message through Lucas.