Confirmation of Gameplay and Background
After much trial and discussion, we intend to make a dungeon breakout game that is on the hardcore side of action. The story is about a trainee wizard who faces monsters in the dungeon and grows to destroy them.
- The wizard will be able to acquire a large variety of staffs from the game and will be able to upgrade them. At the same time learn new moves to fight more powerful enemies.
- The wizard’s main method of attack is to switch between different staffs and attack with different effects to deal with various types of monsters. The wizard will have a blood tank, magic level and stamina level. Use your resources and attacks well to get further.
- The dungeons will have various types of monsters, each with its own behavioural tree. We will add a boss, a flying dragon with a two-stage attack pattern.
- Players will encounter various NPCs throughout the game to unlock more hidden plot lines later in the game.
- The game comes with an online feature that allows players to play as different wizards and cooperate to break through the game.
Basic Mechanics Build
As Hanyu has a lot of experience with UE4, he will be the main person to build the base system. We have implemented character movement and several attack modes, and plan to add an online multiplayer mode.
I was responsible for further building the levels, designing the different staffs and balancing the values in the game.

Item diversification
We want to further diversify the types of staffs in the game and increase the number of models. This would give the player a fresher feel. So I have contacted a 3D student and we are working together to design a range of staffs.


We plan to design 3 different parts for the staffs. By randomly combining the different parts together through a program, a large number of staff models can be created.


Case Study
During my experience of It Takes Two, I came across a level.



This level had two characters – a wizard and a knight. The wizard is set up much like the game we are working on, with different attacks to help solve puzzles, destroy enemies and reach the end. Of course, the map for It Takes Two was designed in advance. This game helped me with how to design the pacing of the levels.
Another game is Helldivers.

I used it to learn how hardcore games design level difficulty, and the mechanics of teammates working together and hurting each other, as well as out-of-game farming.