Dungeons & Demons
In Dungeons & Demons you play as Wilbur, a young man with a great affection for ,Live action role play' (LARP), and video games. And somehow he has been sucked into this world of magic and demons, and he finds himself at the bottom of a big tower with the ability to actually cast spells. So he starts to make his way up the tower, to claim the magical tome and return to his world. On his way he finds himself confronted with switch puzzles and trap blocks, which make his way up not necessarily easier. Now it is up to you, to help Wilbur reach the top of the tower and return to his world. Can you make it?
Mattew Walsh - Audio Lead, Composer, Player Model
Stephen Nally - Secondary Programmer, UI-Designer, Voice Director, Audio Director, Audio Editor
Andreas Lau - Lead Game Programmer, Sound Designer, Environmental Models, Audio Programmer.
Here you can Download the game
Dungeons & Demons is the first 3D-Game I have ever worked on, and also the first bigger Group-Project I have been involved into. This was my Group Project in my second semester that the Dundalk Institute of Technology as an exchange student in the course Games Development. We were supposed to work in a team of four people, but one of our team-members left the group right at the beginning, and we were left with three people. I filled out the roles of the lead Programmer, and the Sound Director. During the whole process i had to write a technical journal documenting what i did every week. To monitor the process of the whole project we used scrumwise, an easy to use, but very helpful process management tool. In the following I will give you an insight in the 3 steps of development we went through.
The first 2 weeks of the project we spent on figuring out, what kind of game we wanted to make. We came
up with different ideas, drew out concepts. We knew we wanted to make a 3rd-Person jump'n'run, and when
we thought about characters, we stumbled over the wizard character. Then thinking about it some more we
came up with him being actually a nerd who happens to fall into the role of a wizard and who experiences
the surreal adventure he always wished for.
In the beginning, we scoped our game way to big. We though about having 3 different parts in:
Climbing up a tower, not being able to cast spells, in order to reach the magical tome. With the tome you have the ability to cast spells and with those you fight your way across the bridge, which is connecting the two towers. You fight different kinds of demons and in the end one big boss demon. After you defeat the boss he starts coming after you and you have to run away from him, down the second tower, kind of like in the ,Crash Bandicoot'-games. But as we started developing the game, we soon realized we would not be able to get all that done in just the 11 weeks we had, so we had to scope down our game.
So after we had the concept figured out, we had to build a paper prototype. Which means a non-digital playable version of the game. This serves the purpose of getting an idea of how the game will play and what it will look like. I personally found this really useful, and i will consider doing it again on my next bigger project. To show off our idea we did a presentation of our paper prototype, which you can see here: