Reap what you Soul (script)
Reap what you Soul was a much more ambitious game that I worked on in a large group, simulating the process used in the workplace. It was a Roguelike 2D platformer, where the player explores a new rendition of life after death as a unique duo: The reaper and a mortal soul. These are pieces of a script and design stage I largely contributed to.
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Currently I have contributed to the design implementation of the characters, large portions of the ever-growing script (which you will see the first 2 pages bellow).
The story centers around a unique mortal soul, who recently died and had his emotions and memories fragmented from him. It is then that the soul meets The Reaper, who has grown weary of his eternal task and is by no means eager to continue the work required of him. To appease the forces of this unique 4 layered underworld, the Reaper decides to help this soul recover its fragments so it can be sent to its proper afterlife. Yet along the way, the two slowly begin to form a bond and a new understanding of one another that leads to strides both in their journey and in their outlook toward the rest of their existences. -
I have also created a diagram for the player character’s functions during gameplay. These designs were done with rough sketches and photo-editing software, in order to give fellow programmers an understanding of these initial concepts. The use of graph paper minimized design but was necessary to give a visual of distance used on the screen.
Overall though this is minor it has opened a new possible skill for me to acquire in being able to properly sketch the mechanics that take place in game with proper visual distancing. I intend to seek this and add it to my repertoire over time.
Space Mail
Space Mail is a 2D RPG game with a sci-fi comedy theme. You are a rookie at the FSPS (federal space postal service) and are learning how to do your job. Your goal is to climb the FSPS leaderboards by packing, traveling, and delivering packages in a series of mini-games to become the best space mail delivery driver of all time, while also tending to rather comedic worlds and characters.
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For this game I contributed to many things: Including the writing for the script and dialogue, art assets, marketing, and assistance with programming. Most of the writing was done by myself, and for the art I created various side characters. For marketing I assisted in setting up the Itch.io page and created a design document for additional content. I also designed the concept for the promotional poster. For programming I helped with corrections post-playtesting, though I mostly kept to my other responsibilities.
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The latest version of the game is publicly available through the link bellow:
Volterra Culture Map
Volterra overall was meant to be a vast and sprawling public game experience for a very specific community, but unfortunately it never truly took off after the first opening weeks and was eventually shut down. This map and the lore for nearly all of its nations were created by myself. If we are to meet for a professional interview, I would ask you to point at any spot on this map, and I could detail every single thing about that region from memory.
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Overall the idea was that this world was in a state of racial tension, where various fantasy races were slowly beginning to rebuild after years and years of war. Each culture had a unique series of religion and races from dwarves to orcs and even more exotic examples such as crocodile-folk and humanoid insects.
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I had also written a great number of creatures unique to various nations and regions on the map, but that is a rather extensive entry that I would rather speak more of during an interview.
Volterra Mythical Magic System
This was a magic system for a brief community project known as Volterra, a medieval-styled roleplaying game. This magic system was entirely created by me and involved the idea of “Mythicals” (being magic individuals who have inherited their magic in their DNA mutations). Players would then select up to 3 genomes (being types of magic) and have various genes to choose from in order to mix and match to justify their own custom spells and abilities.
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The main design philosophy for this system was to allow absolute and utter freedom of gameplay to an audience, where nearly anything imaginable was possible by mixing and matching magic elements and effects through these genes.
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Each genome represented a different magic element, each element being better at certain effects or strategies in combat. A player could either invest 3 times into a single genome, gaining mastery over a single element and access to a powerful transformation ability, or spread out their investments into up to 3 different genomes to benefit from having spells in many different elements to mix and match.
Igorim’s Grimoire, Volumes 1 & 2.
Similar to the Mythical Magic system seen previously, this series of Grimoires was meant to provide an audience with a way to customize and acquire magic within this public community project. However, this system revolved around investing time to learn and train in mystical arts rather than simply having the magic within one’s genetics. The tomes revolve around the findings and experiences of the author: one Igorim Alcaus. He was a recurring character during Volterra’s run.
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The reoccurring character of Igorim was meant to create up to six total tomes, each delving into different philosophies and teachings of spell craft he had seen over his many travels throughout Volterra’s map.
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The scribe system allowed individuals to learn spells from Igorim’s tomes, if they spent enough time within the game experience devoted to studying it. This provided a simpler way of acquiring magic that was more potent than simply obtaining it from one’s genetic mutation.