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Game Description

Adventguard is a 2D top-down action where players play as Evan, a young treasure hunter who stumbled upon an ancient shield which brings him to an alternate reality similar to ancient Greece. Face fearsome enemies and defeat Hotnos, the punisher with just your mighty shield in order to return home.

Game Information

Platform : PC / Controller

Project Duration : 10 weeks

Controller : Keyboard & Mouse

Engine : Unity Game Engine

Roles

Game Designer

AI Design

Programmer

Game Design

Role and Responsibility

My role as a game designer in this project is to design game mechanics that align with the theme and the narrative of the game. Furthermore, using these mechanics, I would come out with interesting dynamics and interactions that challenge the players to think outside the box while being engaged to the gameplay experience. 

My inspiration

When coming out with the game mechanic, My team and I are brainstorming for an idea where the game mechanic can be used to interact with the environment while also used to protect the player from the environment. This is where the shield-wielding idea came about. Heavily inspired by the Marvel character, Captain America, I developed a gameplay mechanic where the player can use a shield to protect himself while also interacting with the environment.  

Game Mechanics 

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Shield toss

Players have the ability to toss out the shield in a straight line, damaging/interacting with objects along its path. The shield would land on the ground at the end. After 3 seconds, the shield will return back to the player

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Shield Guard

Players have the ability to block incoming attacks with the shield. This ability can only be used players are holding on to the shield

Unique game dynamics

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Boomerang 

Players can reposition themselves after tossing out the shield so that the shield would return to them, interact with object along the path and deal extra damage 

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High Risk vs High Reward

In each scenario, Players will need to decide on whether to protect themselves or risk it to attack the incoming enemies on the fly. 

UI Design

Role and Responsibility

I am also tasked with designing the main menu of the game. Unlike the typical main menu design seen in other 2d games, I decided to go for a more ambitious approach that not only makes the game more memorable but also ties in well with the story of the game.

The Archeologist Campsite 

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The life of an archaeologist 

The story of the game talks about a young archaeologist who stumbled upon an ancient shield artefact during his excavation which brought him back in time. The main menu featured the site and linked each of the button options to the site's point of interest. Upon interacting with the options, players will be brought to a different menu that features that particular site's point of interest.

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More than Just a menu screen 

In order to interact with each option on the screen, the player will need to control the character around the location. This acts as a form of tutorial sequence that teaches the player about the game control even before the game begins.

AI Design

Role and Responsibility

I designed and implemented the boss AI, Hotnos seen at the finale of the game. The boss level sequence is designed in phases with increasing difficulty that challenges the player's understanding of the game mechanics. 

Hotnos, The God of Time

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Phase 1 - Introduction 

In the first phase, players are introduced to the sleeping time god, Hotnos. In order to wake the god, the player will need to hit one of the scythes that were stuck to the ground. Once the god is awake, the next phase of the boss began.

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Phase2 - Vertical Scythe 

In this phase, the boss will attack the player with a vertical scythe attack. Before each attack, a shadow will appear on the ground, indicating the damage range of the scythe. As players have learned from the previous phase, attacking the scythe will damage the boss and once enough damage is dealt, the last phase of the fight will begin 

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Phase3 - Horizontal Scythe 

In the last phase of the battle, the boss will attack the player by sending the scythe flying horizontally across the screen. Before each attack, an indicator will appear on the ground that indicates the direction and the damage range of the scythe. As the scythe is flying toward the players, the player can either block the attack or toss the shield at it to stop it on the spot and damage the boss. The boss will be defeated once enough damage is dealt.  

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