A Maiden's Story
A Maiden's Story is an Action RPG that I worked on as a member of Blue Team Games from July 2023-October 2023. The Story revolves around a girl who's father is a shipping merchant. After the father fails to come home the girl goes off to search for her father and lands on the mysterious Magick Islands. While on searching for her father on the island she gains special powers and fights fantastic beasts. Join her as she Journey's from girl to heroine.
Download: A Maiden's Story for PC here
Game Info
Action RPG
Genre:
Platform:
PC
Playtime:
2-4 hours
Contributions
Position:
Landscape Design (MVP Level and Mindful Forest), Level Design(MVP Level and Mindful Forest Level), Quest System Design, Enemy Design, And Achievement Design
Landscape & Level Design
At the beginning of the project I was lead designer for the Lanscaping the island which would become the MVP level. I designed the whole basic look for the MVP level including the first boss enemy area. (The boss area was later revised slightly to add a cliff area by team member John Cruz.) I worked closely with asset designer Ronald Rubio.The MVP level was going to be the starting point on of the game and introduce the enemies, items, and the inventory and quest systems to the player. I designed this area to be slightly large so the player would be able to practice with battling and working the systems before moving on to the boss. I was also responsible for the design of our Mindful Forest Level which connects the Gafford Library Level to the Final Catacombs Level. We wanted the level to be a break point between two challenge levels. So there is not much fighting in this level. There a few quests the player can go on within the level to get more XP as well as several healing points and mana bushes as well as Health Apple Trees. There are two challenging brides which requires the player to use boost jump. I designed the water below the bridges to cause significent damage to the player so that the player will be challenged even with the lack of fighting as well as allowing the player to master the boost jump mechanic in the game.
Quest System Design
As soon as we decided to make an RPG game, we knew we would be using a quest system as well. It was one of the first mechanics we agreed on. I was tasked with implementing the Quest System. This was my first time creating a quest system. It resulted in more than one sleepless night and a second pair of eyes in teammate John Cruz to work out the bugs. I was able to successfully implement a quest system that pulled up UI when the QuestGiver Character was giving out quests which allowed the player to accept and decline the quests. The player was also able to press a button and pull up a quest UI that would show currently accepted quests as well as track what the player needed to do to finish the quests. Finally, the player could back to the quest giver and turn in the quest. Later during the finishing stages of the development, an exclamation mark was added to the quest giver so the player could identify Unaccepted quests. After the player accepts the quests the exclamation quest will turn into a question mark to let the know they have accepted the quest but have yet to turn it in.
Wolf Enemy
When we started A Maiden's Story we only had one base enemy (the goblin) and one boss (Ice Rampage). As the game progressed we realized we would need more and each designer was tasked with either adding a new mechanic, new enemy, or both to their level. I was in the process of creating the Mindful Forest level and started thinking of what would be a fitting enemy to place in the woods. After looking at references and searching through 3D models I landed on creating a wolf. Next, I found several animations (The growl, jump attack, and dying howl) and created a blend space to help the wolf go through all three animations and then I specifically added the dying howl to the wolf after all health was drained. I also set the wolf's howl to be audible as soon as you enter an area containing wolf enemies because the wolf is sometimes easily camouflaged by the foliage we have surrounding the Mindful Forest. We later decided that the Mindful Forest would serve as a rest area where the player could restock, between two particularly hard levels and removed most of the free-roaming wolves from the Mindful Forest. I instead placed them before and after the level. They are also placed in the beginning near the Ice Rampage Boss.
Achievement System
Towards the end of development, we were thinking of extras we could add or things that needed to be tweaked. The team agreed that I would implement an achievement system. I created a UI system that would display for about 2.5 seconds on the screen dropping from the top out of sight and then returning out of sight. The player receives XP every time an achievement is reached. A sound is also played each time an achievement is completed. Creating the Achievement system took the least amount of time to implement taking from 4 to 5 hours to complete in full.
Complete List of Achievements:
An Apple a day...- for finding an apple health tree
Burn Baby Burn - Unlocking Fire Spell
Ice Ice Baby - Unlocking Ice Spell
I want to rock you - Unlocking Rock Spell
Just a little hocus pocus- Unlocking all three spells
Stronger than yesterday- Beating the Ice Rampage Boss
Why can't we be friends?- Beating 30 enemies
This is the end- For beating the game
A Maiden's Story
Created by: Blue Team Games
Design Team:
Dorothy Bradford
John Cruz
Trayton WImber
Dalton Harper
Ronald Rubio
Tj
Art Team:
Gio Caggiano
Kat Crump
Jericka Lusk