Overview
Title: Neverland
Platform: HTC Vive
Genre: Medieval Fantasy 1st person
Target: Players who love sword combat & RPGs (13+)
Neverland is a first person dungeon crawler game set in a medieval fantasy world. The player plays as an adventurer looking for treasure on an island recently arisen in the seas. The player has found the dungeon and is preparing to venture within it to look for treasure. Within the dungeon, the player will have to fight a multitude of enemies and finally, a boss which resides deep within the dungeon, unlocking the door to a deeper level within the dungeon. Players can earn gold and loot by opening chests scattered throughout the dungeon. They can also purchase new swords and armor from the blacksmiths back at camp.
FEATURES
ROLE
Environment 3D Artist, Marketing Leader
DURATION
4 Weeks
SKETCHFAB Link
Platform: HTC Vive
Genre: Medieval Fantasy 1st person
Target: Players who love sword combat & RPGs (13+)
Neverland is a first person dungeon crawler game set in a medieval fantasy world. The player plays as an adventurer looking for treasure on an island recently arisen in the seas. The player has found the dungeon and is preparing to venture within it to look for treasure. Within the dungeon, the player will have to fight a multitude of enemies and finally, a boss which resides deep within the dungeon, unlocking the door to a deeper level within the dungeon. Players can earn gold and loot by opening chests scattered throughout the dungeon. They can also purchase new swords and armor from the blacksmiths back at camp.
FEATURES
- Immersive world
- Large selection of armament
- Variety of enemies
- Interactive Environment
ROLE
Environment 3D Artist, Marketing Leader
DURATION
4 Weeks
SKETCHFAB Link
Research
We started off with thinking what we want the game to be; a hack and slash, rogue-like games, arcade, etc.
We did a competitor analysis at similar games such as VR dungeon knight and swordmaster VR, see what makes them work/fun.Slowly, we start to have a clearer image of the game we wanted. However before we begin the sketching process, we wanted to ensure that we have a "solid" game first. We spent a few weeks discussing the core mechanics and the gameplay we wanted. |
The story that we settled on for the game was, the player is an adventurer and makes a living by exploring dungeons, collecting any valuables found inside. However life is hard as most dungeons have already been cleared so many times that it is rare to find any new valuable treasures. Most days, he could only earn barely enough to scrap by.
Hearing of rumors of an unconquerable tower filled with evil monsters and undead, he venture on a journey to said tower with the objective of claiming the glory of being the first to clear the dungeon while looting whatever treasures he may find. There are many valuable and unknown treasures waiting for him in that dungeon since there it has never been conquered!
Finally arriving at his destination after a long journey, a tower of frightening height looms before him… and to its side, a merchant selling arms and potions. The player quickly gears up and ready himself before heading into the dungeon.
Hearing of rumors of an unconquerable tower filled with evil monsters and undead, he venture on a journey to said tower with the objective of claiming the glory of being the first to clear the dungeon while looting whatever treasures he may find. There are many valuable and unknown treasures waiting for him in that dungeon since there it has never been conquered!
Finally arriving at his destination after a long journey, a tower of frightening height looms before him… and to its side, a merchant selling arms and potions. The player quickly gears up and ready himself before heading into the dungeon.
Game Mechanics
The game mechanics was the base structure of the game, it was what made it work and the core of what the game is about.
<Controls>
Movement:
The player can use a combination of moving their finger on the trackpad to determine where to walk to, move their hands to run or teleport by using the application button.
Interaction with objects:
The trigger button of the controller would be used to open chests and interact with NPCs.
The grip button is used for grabbing potions & equipping swords docked to the player’s belt.
<Combat>
Blocking:
Blocks incoming damage by any enemy.
Successful blocks rely on the collision of the sword’s hitbox with the enemy’s weapon hitbox.
Parrying:
A parry is similar to a block but it can be done using a sword.
Players have to swing in the direction of the enemy’s attack projection at the right timing to be able to successfully parry them.
A successful parry will leave the enemy vulnerable for a few seconds as they try to recollect themselves. This gives the player an opening to attack.
Slashing / Thrusting:
As implied by the title, players can slay their enemies by slashing or thrusting at them with their sword.
<Consumables>
Health potions:
<Chests>
Chests are found in the dungeon. They contain either health potions or gold which will greatly help the player on their quest to the top of the tower.
<Controls>
Movement:
The player can use a combination of moving their finger on the trackpad to determine where to walk to, move their hands to run or teleport by using the application button.
Interaction with objects:
The trigger button of the controller would be used to open chests and interact with NPCs.
The grip button is used for grabbing potions & equipping swords docked to the player’s belt.
<Combat>
Blocking:
Blocks incoming damage by any enemy.
Successful blocks rely on the collision of the sword’s hitbox with the enemy’s weapon hitbox.
Parrying:
A parry is similar to a block but it can be done using a sword.
Players have to swing in the direction of the enemy’s attack projection at the right timing to be able to successfully parry them.
A successful parry will leave the enemy vulnerable for a few seconds as they try to recollect themselves. This gives the player an opening to attack.
Slashing / Thrusting:
As implied by the title, players can slay their enemies by slashing or thrusting at them with their sword.
<Consumables>
Health potions:
- These come in as a normal health potion.
- They can be docked the the player’s belt and retrieved whenever needed with the grip button.
- To use a potion, hold it & lift it to head level before pointing the potion downwards in a drinking motion.
- The player receives a heal instantaneously once the potion is consumed.
- Can be bought from the shopkeeper back at camp or found in chests in dungeons.
<Chests>
Chests are found in the dungeon. They contain either health potions or gold which will greatly help the player on their quest to the top of the tower.
Enemy
After the game mechanics was decided, we moved on to the enemies that will appear in the dungeon.
For starters, we have the weakest monster in the dungeon, the goblin.They are inhabitants of the dungeon and are considered one of the weakest monsters and are of no threat to adventurers. They are commonly found in the lower levels of the dungeon and attack mostly using weapons they looted. |
Sketching
We moved on to sketching the environment of the game. Such as the dungeon and the lobby where the player will first spawn.
Many variations soon appear and the team got together to decide on the best possible ones. Feedback were also given.
Many variations soon appear and the team got together to decide on the best possible ones. Feedback were also given.
Results
Soon the 4 weeks flew by and it was time for the game to be complete, and it was. The game was quite decent for a first try and it worked better than expected.
To begin, the enemies had a creepy look which was what we were aiming for. The AI for it was decent too and it works for the game as players have to learn their moves and parry/deflect their attacks. |
Next was the lobby where the shop is located and where the player will first spawn.
The hub is where the player will spawn once the game begins. The hub is a simple floating island where players are able to see the exterior of the tower dungeon and visit the shop located on it. The island has a simplistic design with only the essentials. This is to prevent the player from getting distracted by the main goal of the game, which is to enter the dungeon. |
The first floor of the dungeon, where players will start their adventure. In the dungeon, the player is alone and has to face the dangers of the dungeon.
The overall ambience of dungeon is dark and eerie with the minimal amount of light for players to navigate, long lonely corridors and low cave-like sounds. Without the torches, the colors for the dungeon are shades of grey with a slight blue undertone to give the dungeon a colder feel from a first look as the dungeon is meant to be a place that is dark, cold and lonely. A game trailer and poster was also created to help market the game and give people an idea of what the game is about just from a look.
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