Night of Full Moons

Night of Full Moons is a dark fantasy FPS created in 6 weeks in Unity as a solo project. The task of the project was to develop a game that appeals to the fantasy engagement type. The game is about a sorceress who is moving through a dungeon in the underworld.
I did a ton of work on visual feedback and technical art. I learned a lot about 3D game development and the content pipelines involved. My personal goal was to create an interesting FPS system, which was beyond the scope of the assignment.
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What Worked

I was able to create a basic FPS system that plays to a lot of FPS conventions. I created 3 different spells that feel and look distinct. I'm particularly proud of the purple rune spell. When equipped, you place a rune with left click and detonate it with right click. The animations and visual effects add a level of polish to the ability that I was very happy with.

What Didn't Work

I massively over-scoped the game for the amount of time that was alotted to it. I wanted to have multiple paths that the player must go down in order to unlock the massive door visible towards the start. Behind that door I planned to have a boss fight. Obviously this was impossible to do in the span of 6 weeks, and I ended up scoping down to a single path (moving down to below the bridge) with no boss at the end. A smarter production plan would have been to plan for a single path, and spend more time polishing the combat. I feel like the combat ended up being too generic, and the encounters did not offer interesting challenges for the player.

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