BLOOD RISING
After centuries of deep slumber, you have finally awakened to feast on the living. Terrorize those pesky humans and destroy those annoying hunters.
Theme : Hunger
Programs Used: Photoshop, Game Maker, Audacity
Roles : Programmer
: Game Designer
: Quality Assurance
: Artist
: Sound Designer
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DESIGN PROCESS
Ideation
Being given the theme of Hunger, we brainstormed for a couple of key words and tried to incorporate everything that we thought about.
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When one of my team mate mentioned undead, there was a general consensus as to how we wanted the game to go. Thus we decided to go with the Vampire theme
Psychographics
We tried to implement the game to the following types of players:
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Killers:Players needs to kill the NPCs to get ahead in the game
Explorer: Players may try to reach difficult areas to find humans or blood roses
Achiever: Achieve the most points before your hp dies down
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Twitch Mechanics
We had to apply the twitch mechanics that we learnt in class thus we incorporated the following:
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Time Pressure: The player’s health decreases over time thus causing time pressure on the player
Precision: The vampire have to be very close to the human in order to suck the blood
Avoidance : Towards the end of the game the player has to avoid the bullets shot by the Hunter
Rhythm: The player has to understand the human path patterns to help them gain health at right timings
Pure Speed: Player has to spam the space bar to suck blood before the humans run away
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Player Fantasy
We wanted the game to have a Transylvanian vampire theme, thus it would be Gothic and vampire-ish for the aesthetic of the game.
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We would start off the game within the castles, followed by the fields finally the main village where the main character would then meet the Vampire hunter in the town square
Assets Development
I helped out with some of the sprites such as the coffin, notice board blood roses, and some of the poses of the vampire.
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We had to also record various sounds using our school's microphone and edit them using Audacity to create the sounds effects.
Level Design
The Level design had to go through various rounds of playtestings. Each of the levels have an objective for the players to learn
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For the Castle: Jumping, breakable tiles and Collecting Blood Roses
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Fields: Do not collect Garlics, How to suck blood
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Village: Avoiding Silver traps
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Town Square: Fighting the hunter