Game Summary:
Title
King of Mystic Mountain
Genre
RPG
Platform
Android
Revenue Model
Free to Play
Development Tools/Language
Unity
MonoDevelop: C#, JavaScript
ORK Framework
Team
Raymond Sinwich
Eric Murphy
Copyright/Reference
King of Mystic Mountain © 2015 Raymond Sinwich
Backstory:
Sound Bite
“A lost King... A mysterious mountain…, and…Timmy. Play as
Timmy to help the King of Mystic Mountain.”
Game Description/Executive
Summary
King of Mystic Mountain is a mobile RPG game where you play
as a boy named Timmy who wants to help his king return to his castle. The king
has fled to the local mystic mountain because he lost his family heirloom that
claims his right to the throne. Timmy will have to complete quests, collect,
buy or sell items, and fight through the evil forces that roam the land in
order to help his king.
Inspiration
The inspiration for King of Mystic Mountain comes from
classic RPG’s that were made during the 1990’s. The idea was to make an RPG
that has different ending according to the different quests that you do in the
game.
Ideal
Ideally, King of Mystic Mountain would be a full RPG that
would take more than 10-30 minutes to play and beat. The story would be much
more in depth and with better character development. This would give room for
more levels, more enemies, more items and more characters.
Demo Screencast:
The Critique: What went right:
Design &
Aesthetics
I feel the music turned out to be a major part of King of
Mystic Mountain. The music chosen for each level and its smooth transition
between each, I feel went very good with the game. I think it helped to create an atmosphere for
each environment.
Project Management
Setting up the project milestones and keeping track of
progress helped me to make strides with King of Mystic Mountain. Doing this
gave me more time to fix bugs I encountered and address issues my instructor
had. I was also able to make more improvements in between each milestone.
Development
Making an RPG gave me a lot of development to do. The part that went best in my opinion was the
quest system. This allowed me to link quests together and make different
endings as result.
Testing
A lot of the play tests went very well. Because of them I
was able to identify and fix problems I did not know existed.
The Critique: What went wrong:
Design &
Aesthetics
The art was hard to find and did not turn out exactly how I
wanted it. With the help of my friend Eric, we were able to find art good
enough to fit what we wanted.
Development
A lot of development issue arose when I would get feedback.
Most of it would require me to backtrack through milestones and fix issues that
would be found. One of the main issues found was the player control. This was
fixed by allowing the player to slide their finger from button to button to
change direction.
Testing
One of the issues with tests for me was that I had to
approach strangers at my friends store to get new people to play it. This
involved awkward conversations and sometimes, awkward feedback.
Other
Using the ORK Framework was a disaster at first. I was not
able to get anything to work, and when I did, something else went wrong. It
took me a bit to get the hang of the framework.
Summary:
King of Mystic Mountain has satisfied my goal to create an
RPG. Though it is not as big as I want, it does show that I can do it. In the
beginning it was fun to watch come together. With each level I would find the
right music, test sprites, add blockers and test, test, test. Then it came to
designing characters stats, items, and abilities. This is when work stopped
being fun. It took many frustrating nights to get everything in place and
working. It wasn’t till I got my first battle working that I began to celebrate
again. After that I did my best to celebrate with each success.
References:
Sinwich, R.
(June 2015). King of Mystic Mountain. Raymond Sinwich.
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