ChronoShatter
Chronoshatter is a platformer shooter where you take control of a person living in the future, when suddenly, your city is invaded by aliens! The aliens have created a time vortex, slowing down time. It's your job to fight your way through the aliens with your 3 firing styles and make your way to the time vortex and destroy it before it's too late.
Controls:
WASD to move.
Use your mouse to aim and left click to fire your gun.
Press 1, 2, or 3 to switch between 3 different guns.
Audio: Zach Gordon
The audio for this game is more supplementary to the game's aesthetic than it is crucial to the game's core loop. I liked the art style of the aliens, and I tried to get audio assets that could be either easily integrated into the level or easily modified to work for our purposes. I ended up using about half public domain sounds and half modifying sounds from those same sources.
Overall, this was a rewarding process and I loved the prompt for this project.
Scripting/Design: Victor Do
I scripted all the combat and time management systems in our game. Several of the mechanics in our game such as enemies jumping and propelling yourself in the air with your gun were found by accident, but I decided to keep them because they made the game more entertaining and fun.
Overall, I was happy with what I accomplished with just a week for this prototype.
Art and Character Design: Jordan Jenkins
I provided all of the art assets for the game. The backgrounds, bullet effects, time effects, guns, and enemy characters stemmed from borrowed assets via the RPG Maker Forums website, in addition to other resources I found online. The main character was developed using a pre-existing template sprite sheet that I edited and added character design art to. The design of the player character is supposed to represent a futuristic soldier character. I didn't want him to be too militaristic, but also not to look to 'weak' either. Some minor armor to make him look capable, but flexible. The aesthetic of the game, from a design perspective is very sci-fi, in concept, and the enemy variation (robots and aliens) was to add more versatility to the theme.
I'm really proud of how this game came together! I feel like our entire group had great group-synergy and I really enjoyed the conceptualizations and character development for this project.
Development log
- Victor Do ContributionsMay 06, 2020
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