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Spite: Infected Grounds

TOP DOWN RPG
Summary
We created a Diablo 3 clone. This game is linear levels, with gameplay and progression.
Project breakdown
  • Developed in 14 weeks halftime.
  • ​Created Unity & ISTE (Our programmers engine)
  • Available at Itch.io
 
My Contributions
  • Level Design.
  • ​Balancing
  • Gameplay
 

Credits

Level Designer
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Decaying Software

Gameplay Design

Player Abilites

The player has 5 abilities total

  • Melee Swing

  • Fireball

  • Shield

  • Teleport

  • Ultimate

Enemies Abilities

First enemy: Melee Hits

 

The second enemy in this encounter is a ranged attacker that will explode and deal area damage if the player gets too close.

 

To balance this enemy, I experimented with a sphere to determine the range at which the player would get hit.

 

I made sure that if the player used teleport or shield, they would not take any damage from the explosion. This design encouraged players to use ranged attacks to defeat the enemy.

 

Elites are the same but with more hp and damage.

Boss Summary

The boss got 4 abilities

  • Acid spit

  • Sweep

  • Stab & Headslam

  • Call for reinforcement

There is 4 stages on this boss fight.​

Boss Balance

The first thing I wanted to ensure was that all of the abilities the player has learned would have a purpose when fighting the boss. My second goal was to identify the ability that would pose the greatest challenge to the player, and build the boss fight around that ability. 

 

I decided to make the head slam the biggest threat to the player, as well as the most rewarding when executed successfully. This segment will inform the player of the boss's weakest point, where the boss takes the most damage. To achieve this, I created three stages with health percentages of 100%, 75%, 50%, and 25%, respectively, where I introduced different abilities in each stage.

To start, I introduced the stab and head slam as an introduction, to demonstrate when the boss does the most damage and when it is weakest.

 

When the boss reaches 75%, I introduced another ability called the sweep. This mechanic requires the player to either teleport away from the sweep or take damage. At 50%, I introduced the acid spit, where the player needs to use their movement to avoid taking damage. Finally, at 25%, I introduced the reinforcement mechanic where enemies spawn and attack the player where the player will need to use the shield to avoid taking damage. This approach provides the player with all the knowledge they need to effectively combine all abilities against the boss's attacks.

Balance

The reason I did not change the player's health was that I did my first balancing towards the enemies and it became good. So I decided to change the boss hp but I decided to change how long the boss head would be stuck on the floor. Did small changes where when it reaches 50%-25% The head stuck duration sorter so that would give the player more pressure to do damage on it before the boss is up again.

So I started with a player shield to see what it can be good at, then teleport.

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PlayTest

I improved the game by observing players' behavior while they were playing and noting how they reacted. I also gathered feedback from them, but my main focus was on observing their emotional responses while taking notes on the impact of the gameplay.

My goal was to balance the game for both experienced players and those who were new to this type of game, so I selected individuals from both groups to test the game. Based on their reactions, I took notes and worked to find ways to balance the game. I evaluated both level design and gameplay to determine the areas that needed improvement.

Feedback

To ensure the feedback I received was valid, I cross-checked it with other playtesters to see if anyone had similar responses. If someone did, I tried to incorporate the feedback and tested it by playing the game myself, as well as having my team playtest it to gauge their reactions and determine if it added more depth to the game.

Team

Effective communication is essential for creating a good game. When I made changes to the boss's abilities, it impacted the entire team. For instance, when I increased the range of the "Acid Spit" ability to deal more damage to a larger area, it affected the visual effects, and changing the "Headslam" ability impacted the animation. Therefore, to ensure the team understood the changes and the rationale behind them, I communicated the changes to the relevant disciplines. This allowed my team to understand the changes and the reasoning behind them

Reflections

I thoroughly enjoyed working on this project as it provided a valuable learning experience. I challenged myself to focus on combat, encounter design, and balancing and discovered a passion for it. Conducting playtests and noting player reactions during gameplay was an effective way of gauging the difficulty level and making necessary adjustments.

This project also provided me with a fresh perspective on level sharing with my fellow level designers. It was enjoyable to work on different types of levels, from block out to white box.

In hindsight, I would have made the elite enemies more distinct. Although they had higher HP and damage, I was not satisfied with how they turned out. They either proved too difficult or too easy to defeat. I eventually found a way to balance the elites with the regular mobs, but I still believe that with more time, I could have tweaked their numbers better

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