This project is still in development. Check back soon to view the completed project!
MICHAEL GUEVARA
Game Designer, Programmer, Producer
DUNE DECAY - UNIVERSITY DEMO
Death is not the end in this un-traditional rouge-lite!
Key Features
Spell-crafting system allows players to create unique magic styles.
Unique spin on traditional RPG mechanics like classes, levels, and basic attributes.
In-depth world-building that brings the sand-blasted wasteland setting to life.
A wide range of skills and talent upgrades allow for unique play styles.
Dozens of unique enemies with different strengths and weaknesses.
A variety of levels, locations, items, and characters make each run unique.
Various achievements and niche story events to keep players engaged.
Sophisticated difficulty settings that allow players to choose how to challenge themselves.
Credits
A Game by the Senior Capstone Group “Solid Stand Studios” at George Mason University
Marshall Emerson - Sound Designer
Michael Guevara - Producer, Programmer
Adam Holdaway - Music Composer
Valeria Hunt - Artist
Kevin Naupari - Artist/ 3D Modeler
Rachel Webb - Artist
Project Description
This project serves as the senior thesis for game design majors at George Mason University, across both semesters senior year. It’s meant as the ultimate opportunity for students to show off all of the skills they’ve learned and talents they’ve sharpened while attending GMU. With us, we figured it’d be more impressive to try our hand at something inherently more ambitious, an RPG. More-so once we follow through on the concept.
Everything is original work except for, course, what the Unity Engine provides such as:
Collision detection and physics
Lighting systems
Rendering systems
And so on
The demo contains various systems, such as a day/night cycle, player attribute scores (strength, dexterity, constitution, etc.), enemy AI behavior, 10 various sample effects that can be applied with ‘spells,’ a rudimentary spell-crafting system, a save/load system for the newly created spells, interact with world items system, and an inventory system, complete with drag & drop, item pickup/drop, equipping items, and so on.
The goals for this project are simple:
It’s a chance to show off all of our abilities, such that when shared on our portfolios it easily showcases why we each would be valuable team members of a given AAA studio.
It’s a learning exercise, an excuse to try out new things and disciplines while in the safety net of a college setting.
RPGs are meaty tasks that take a lot to chew through to get them at a satisfying state of completion. If we can make this at a decent level, we can do anything!