Dragonspawn is a small game project that I created for my final Advanced Game Development Assignment at Griffith University during my second year.
Dragonspawn is a lighthearted parody on many modern games, and contains a fair bit of of crude humour, it should not be taken seriously and isn’t recommend for the faint of heart or serious of temperament.
Though largely inspired by the game Berserker Quest VI: Curse of the Onyx Medallion (http://armitagegames.com/), Dragonspawn borrows many technical design choices from the Borderlands, Call of Duty, Bioshock, Mass Effect, The Elder Scrolls franchises without directly trying to replicate any of those titles (except maybe in the area of the HUD). Early on the game just involved walking around shooting at a dragon that would fly through a large room breathing fire. As the game evolved through the production cycle many highly unnecessary game mechanics were violently cobbled on to ‘make it better’ (that was a joke).
This project was originally created for a University Assignment and all of the associated assets were created by one individual in an 8 week period.
Download Dragonspawn Here!
Created by Tylah Heil (http://www.tylahheil.com/).
Music by Kevin MacLeod (http://www.incompetech.com/).
During the end half of the second semester of 2012 everyone in my class group was tasked with creating playable games of some description. I had created numerous art assets for other projects during the first half of the semester among those was a crossbow.
Without the bolts the crossbow alone came in at 2250 polygon tris which was the original target budget I’d set myself at the beginning. As the project grew in scope, and the crossbow’s purpose was slightly abstracted I knew I’d have to model a lower polygon version, or at least reduce the polygon count of the existing one.
The lower polygon version was only 1000 polygon tris including one bolt (888 with no bolt), it was created using the original crossbow as a template, removing polygons in a way as not to impact greatly on the UV mapping of the model. In the end parts of the UV map were redone and laid out differently which required me to create a new diffuse map (though a lot of texture elements were pulled from the original diffuse map and recycled).