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  • Results From Game Design Challenge: Attitude Adjustment

    - Danny Cowan

  • Feng Jinn Phang, Game Development Student at KDU University College, The Last Journey

    Genre: Fantasy, Turn-based RPG

    Premise: Hero and his/her team travelled to Demon King Castle to defeat Demon King. In the epic fight, they lost and died. With a mysterious blessing (voice of goddess/spirit) that had casted on hero long before the end, hero was brought back to life. But there is nothing he/she can do, until he/she casts the miraculous time spell that comes with a price.

    Concept: Hero travels back in time to discover the mysterious blessing/voice, unfold the story behind his/her teammates, and learn the overlooked consequences of previous expedition. Once hero is not able to pay the spell price (Level/Exp), he/she will lose the power of time travel. And thus, begin his/her last journey to save the world.

    Gameplay Summary: Player starts in the last stage of the story: Demon King Castle. A mysterious voice will guide player to travel back to the beginning and alter the destiny. To reach true ending, player needs to collect key items and defeat demon king.

    Combat system: Although it is a turn-based combat, there will not be any skill nor normal attack for player to choose. As the hero is getting weaker and weaker, the only possible way to defeat enemies and monsters is through the help of hero's allies. While in combat, player can choose how the hero communicates with allies who have their own emotion to deal with as well. Explore each character's story to understand their personalities better, and consequently, have a better control and strategy in combat.

    Example of how the combat works:

    First Turn

    1. Hero communicates with ally A using happy emotion. Ally A has a favourable impression on Hero and has the role of spell caster. As the Hero's health point is full, so the outcome will be ally A casting a damaging spell on enemy.

    Second Turn

    1. a. Hero communicates with ally A using angry emotion. Assuming in first turn of combat, ally A damaging spell was not effective at all. In addition, player only goes through ally A ‘have a favourable impression on Hero' story. Therefore, the outcome of second turn may be ally A skip a turn or even run away from the team (leave Hero's party). 

    b. Hero communicates with ally A using happy emotion. Player does not learn the story where it shows ally A has strong confidence and learned magic: FireStorm. Ally A may attack enemy with normal attack only with high chance of missing the target.

    2. Because of ally A (let's say leave the party), ally B that has a depressed personality may escape the battle no matter what emotion player chooses to communicate with him/her (depends on ally B's story that player has gone through).

    3. As player has learned the part of ally C's story (berserker that only trusts ally A and dislikes Hero), as ally A left, communicates with ally C using angry emotion may cause ally C to betray.


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