The Full Story
Burglar
Burglar is a stealth action game where the player must steal everything not nailed down. This includes money, rubies, and pearls. Burglar is set in post-apocalyptic world, where sentient AI robots have taken over and the main character steals whatever they can to survive.
Vision
Burglar was a final project for school (capstone) where students were placed on a team of no more than 6 to recreate a specific game. Loosely based on a stealth action game called "Theif", it is meant to be played as a stealth game, with some action game features including assassinations and drone attacks. Each team member (Team Iconic) was responsible for a few things, including game mechanics, player skills, enemies, items, and player UI. This allowed everyone to show different skills depending on the task.
Game Mechanics
For the game mechanics, my task was to create a win-lose condition for one of the 6 levels, create a glide for the character, and provide a tutorial on how to use the player skill "Glide". For the level I created, I decided to create a win condition where the player must steal a certain amount of money and pearls in order to bribe a guard to make them open the door to the grand ruby.
Level Design
For the level design, I created a level that revolves around using one of the game mechanics. This level serves as a tutorial on how to use the glider ability. The player must use stealth and gliding to get through the level and collect items and money while avoiding the numerous guards patrolling each area. The level includes 2 different paths to take and items spread through the level. The only way to complete the level is to explore. I included enough items and money to that the player doesn't have to take any more than 3 out of the 5 paths to obtain all necessary objects to bribe the guard.
Combat Design
Drone
For the combat design, my task was to create the drone function. I decided to give the player 3 types of shots to use and three of each arrow. I only gave the player a total of 15 shots to assist the player to get through each level. There are homing arrows that search out the nearest enemy, fire arrows that explode barrels, and sniper arrows that travel a far distance and at greater speed. Also, I created a 6-hit combo and directional dodging.
Shots
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Fire Shot - A shot that can explode barrels lying around and kill enemies.
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Sniper Shot - Travels the fastest and the longest-lasting arrow. They are used to kill enemies from a far distance.
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Homing Shot - Searches for a target when fired. When a target is found, the shot will direct toward the target.
Rapid Fire/Ranged Attack
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Normal Shot - The player can spawn a drone by their side to rapidly fire shots towards the enemy. Each time a shot is fired, the "shot bar" goes up. When the shot bar is full, the level increases, spawning a second drone for more shots. for each level, each drone increases the number of shots fired.
Attack
For the combat design, my task was to create an attack combo. Each time the player swings their weapon (bat), the animation plays through before the next animation begins. After a certain amount of time, if the player does not attack again, the animation resets. The player can dodge in 4 different directions and when the player attacks before the dodge animation is finished playing, the player lunges torward the enemy to attack.
Block/Parry/Finisher
For the combat design, I created a shield, parry, and finisher. For the shield, the player can prevent damage. While blocking, the player can counter an enemy attack by reacting at the right time. When the player successfully counters an attack, they have a small window to perform an attack finisher, destroying the enemy in one move.