Overview:
Nemmi is a top-down RPG whose goal is to help its players
learn about the Shoshone language and culture, through fun gameplay. It is basically a mash up between Pokemon and
Skyrim. The premise is that, a Shoshone Chief Elder has discovered that
monsters have been scattered throughout the region and because of this has made
the Shoshone Spirits lost and restless. As the main character, your job is to
go explore the region, solve puzzles, battle monsters to help put the Shoshone
Spirits at peace once more.
My
contribution:
- This game
was my idea, so naturally I was really excited about it and worked
on a major part of the game.
- I developed the gameplay and AI entities like the Player
Entity, Collectible Entity, Monster Entity and Non-Playable Character entities.
- I worked on the world and level design with Zeph. We also
worked together on the artwork.
- I developed the NPC conversation system.
What I would have done differently:
- The only
thing I’d like to change about this game is fighting system. My team wanted to
implement a turn-based fighting system and I always wanted to make it
real-time.
What I learned from this prototype and the positives and
negatives of the process:
After making
two prototypes, there’s not a lot you can learn from making another. So,
honestly this was just another prototype for me.
Positives:
- We made a
smart choice by choosing to work using the Actor-Entity model of programming,
where in the Actor is a generic object and it’s behavior is modded by plugging
in different Entity code.
- We set up and SVN server from merging and managing code.
- Implemented the Player Entity quickly.
- The .TMX editor and
parser in MelonJS was just awesome.
- We worked well together. Our communication was good.
Negatives:
- Our choice of engine was bad. We had to write code for the
simplest things manually.
- The world’s TMX files got corrupted days before the
presentation. We tried redoing as much as possible.
- And like always my team did not have an artist.


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