Aleix Cardona Zuecos


Designer
Aleix Cardona

Metrics balancing

Here we can see the evolution of the player and enemy stats through the iterations we made. We got the players stamilised as soon as we could because where two teams that needed the stats to work with. And for logistic reasons we could not iterate through them. But we could iterate over enemies and BOSS. We mostly iterated the damages and attack speed. To get the most interactions of the player every second. We did the same with enemies but at last we changed it to slow the pacing of the combat and make it less frustrating to the player.

0.5 -> Alpha 1, 12.5 -> Alpha 2 - Hard mode, 19.5 -> Gold - Easy mode.

Player characters through iterations

Enemies through iterations

Caracter design

Jon Snow

  • Type: Melé
  • Discarded before the alpha for lack of time

Theon Greyjoy

  • Type: Ranged
  • Left attack: Shots a crossbow
  • Right attack: Pushes foes and stuns them if pushed to a wall.
  • Support attack: Shots the crossbow three times.
  • Thoros of Myr

  • Type: Support
  • Discarded before the alpha for lack of time
  • Arya Stark

  • Type: Thief
  • Discarded before the alpha for lack of time
  • Making references

    A basic concept to give feedback about damage received. When player character receive damage this aura appears to give player the necessary feedback.

    Here I made a mockUp about how should be the UI if we had inventory, merchant and character sheet. This mockUp was made to support another idea. This idea consisted on an alternative progression system. This system is explained below.

    Cooldown feedback reference and not enough stamina feedback.

    We saw that we where needing a healing source so we made a concept about how a fountain should be and the rules about how player could heal from it.

    Life UI options

    This was the first idea and the one that could give more info, but we discarded for two reasons. The first one was that will not be more than one enemy on the sreen at the same time. And the second one was that we didn't liked how it looked when enemies where close.

    The second option whas about to have the life of the focused enemy at the left top side of the screen. This layout displays the necessary info and does not disturbs any other HUD.

    Player progression 1st option

    We developed a progression system to have multiple skills and character personalization adopting multiple roles. There was a character tree and a weapon tree. With this we pretended that the player had the possibility of personalizing the team.

    At last this proposal was not gone further because of lack of time.

    Player progression 2nd option

    In this progression system proposal we wanted to make a classical inventory system. Where the player could equip his weapons, armor and runes to modify the skills. We considered this proposal because its more common in RPG's and players could feel more comfortable with it. Later, the player had the possibility to enhance the equipment in the blacksmith. with the gold acquired by fulfilling levels and side quests.

    At last this proposal was not gone further because of lack of time.

    Game Script

    I made a script proposal where Jon Snow, Daenerys and her council gathered some elite people to kill Cersei Lannister in a suicidal mission. The global Idea was taken further but some cuts where thrown away because the team had no time to make all the assets and levels.

    Play Testing

    At the end of the project I was in charge of making the player surveys to prepare a testing session. In addition I had to do a guide for the observers for the important things to observe.

    When the playtest weas over I had to do an analysis about what players did and felt. To make the last balancing changes and to give feedback to the other departments.