Terrowin
Background:
Create a game during my second year of university (2020). As a fan of fantasy I went for an adventure/fantasy style game. The story is that you are a medieval prisoner who goes on quests sent by the king in order to grant his freedom.
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My role:
Concept art, level design in Unity, coding in C#, and animation.
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Outcome:
'Terrowin' - a 2D platformer/open world game playable on PC.​
There are parts that I would like to work on and continue as I really enjoyed this project, but was limited due to having to make sure the main assets were working and up to standard by the deadline.
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The name 'Terrowin' was a medieval name according to 'names.org' and it is of English origin and means 'Strategically Genius and manipulative' which fits the theme and style of the game.

Concept art designed in Photoshop using a drawpad. The wizard merchant, main character in medieval farmer clothing, and enemy 1 executioner.

demo video (opening had to be sped up)
Historical background:
- Level 1: Middle Ages (5th - 15th century) – people of god, beginning of western empire merging into renaissance and age of discovery.
- Level 2: Renaissance – (14th – 17th century) – black death diminished faith in god and influence of the catholic church.
- Level 3: Industrial revolution 1760-1840 (18th – mid 19th century)
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Enemy :
- Executioner moving axe up and down.
- Creatures in the forest.
- Steamland residents chase character – use nav mesh like the ogres in class project?
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Encounters creatures – friendly and non friendly:
- Friendly help open bridges as an interactive element (i.e. press f to open) and guard doors
- Non friendly attack when character on their journey.
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Puzzles to open doors i.e. a jigsaw puzzle? A riddle?
Main character – prince? Prisoner?
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A helper – follows character like a pet – ability? Gives hints? - Prisoner gets help from a rat - rat linked with prison cell
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Collectables :
Coins – can use to spend for special pot abilities i.e. speed boost, invincibility, extra health. Bought from a wizard merchant.
Plot: Kingdom sees dark smoke, villagers think it’s a volcano, king sends a prisoner due to be executed to see and determine if the village needs to evacuate. They send a helper with him? If they return, he gets pardoned – has to go through forest and there are doors locked by puzzles. He enters Steamland (door indicated by black smoke leaking from the door). Then Prisoner tries to take something back with him to his homeland, Steamland not happy about that and chases him.
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Target audience: rated Pegi 7 due to the cartoon nature and bright colours
so I looked at Legend of Zelda (1991) , Stardew valley (2016), and Undertale (2015) for influence.

My character kept walking left when no key was held so I added the idle motion into the blend tree and set the values to 0. This fixed that error.

Must haves UI:
- Map
- Coin counter
- Item storage
- Health bar
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Must haves UX:
- Interactable elements like doors and items.
- Responsive control system (w,a,s,d, for movement is standard on pc)
- Information boards/tutorials - rat helper
- Audio for when player loses health or collects coins
I tested my game from the beginning and found that the text when interacting with the archer, The text was very blurry and large. To fix this I reset the 'rect transform' and rescaled it. I also found that the UI character by the healthbar was really short so I had to reset the 'rect transform' for that too.
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To see the rest of my design process throughout this module go to my blog here .
