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Hero of the Banished

Hero of the Banished is a third-person, action-adventure game created as a capstone project by my cohort, Magenta Marsupials. We began our journey by deconstructing Legend of Zelda: Ocarina of Time, specifically, identifying the core mechanics in order to reverse engineer them. Once identified, each Marsupial selected the mechanic they wanted to implement. In addition, we were tasked with creating mechanics novel to the source material and with playtesting them to evaluate how they might enhance our game. After making Marsupial magic, we collaborated with a team of external artists to bring our vision from a blockout to a low-poly experience.

Gameplay trailer for the Capstone project

My Part

Enemies

Ice Slime

Slime_Ice.png

The Ice Slime was the first enemy I created for the game. Since it was initially created during the imitate phase of the project, it began its life modeled as an Octoroc. The Ice Slime fires a projectile toward the player and they will either need to avoid the hit or block it. The Ice Slime did not have any movements other than rotating to the player. An improvement for future design would be to use the navigation mesh to have the enemy patrol an area. 

Projectile_Enemy.gif

Boulder Slime

BoulderSlime.png

The Boulder Enemy was the second enemy that I created for the game. I designed this enemy to be a more upfront enemy to challenge the player.

 

 

This was one of the first game objects that I used animations and scripts. For the attack animation, I designed the damage sphere to activate only for one frame. So the player would need to avoid this by moving around them or dodging out of the attack. An improvement for this design would be to use the navigation mesh agents to look for paths around the level. This would solve an issue where the enemy would travel through walls to get to the player.

Boulder_Enemy.gif
Get in Touch

(334) 447-1840

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