Alpha Omega, An action RPG 3rd Person Platformer

Alpha Omega is an action rpg platformer where the player is a futuristic explorer investigating ancient ruins on an abandoned planet. The player has three different abilities which are unlocked as the player progresses through the levels. The First ability obtained is a jetpack that slows the falling speed of the player effectively allowing the player to glide. The second ability is either a defensive shield that reflects all projectiles shot at the player as well as making the player invulnerable for a few seconds, or an offensive beam attack that can hit multiple targets. The third ability is whichever ability the player didn’t choose as its second ability.

The Jet pack

This gif is showing the first ability, the jet pack, it is obtained right at the start and is needed to progress through the puzzles. It can be used for any amount of time and works like glide ability as it slows down falling speed. The jet pack is automatically deployed if the player holds down space while in air.

Beam

Here you can see how the beam attack works. It starts by disabling any shield that it passes through and it also deals damage to any enemy it hit. After the enemy shield is taken down it starts to recharge, the progress of that can be seen on the bar that starts to fill up below their health. While the enemy shield is down they are incapacitated and when the shield is up they are invulnerable to the simple attack.

Shield

This gif is showcasing the player shield which reflects enemy projectiles and makes the player invulnerable for a brief time. When a projectile is reflected it gains the same effect as the beam weapon as in it damages enemies and takes down enemy shields.

Boss Battle

This is a video showing the final boss fight of the game. The boss has three different phases. In the first phase the boss is immune to damage and the player is supposed to focus on surviving and minimizing the number of platforms destroyed. In the phase shift the boss is vulnerable and won’t be casting any abilities allowing the player some time to damage the boss. In phase 2 the boss will begin a new series of attacks and once again become immortal making the player repeat the surviving procedure from the first phase but in a different way. Then a second phase shift comes were the player can damage the boss without fear. In the third phase the boss remains vulnerable to damage and starts using all the attacks from both phase 1 and 2 causing a soft enrage where the player needs to burst the boss down before the player either dies or runs out of platforms.

My responsibilities in the project:

In this project I was responsible for the enemy abilities the player abilities and the boss battle. To clarify, I decided what abilities these should be, what range, damage, cooldown, etc that they should have. For the boss battle I designed the phases and abilities in a way so that there would be several ways to counter them to allow the player to make up it’s own strategy for taking down the boss and for the first and second phase there is a hidden trick to make it trivial. For example in the first phase the player can go from platform to platform in a circle and try to minimize the platforms lost. The playar can however also time the ability from the boss to happen exactly when the player is between platforms and thereby not loose a single platform. It is a bit tricky to do this but even if the player only succeeds once or twice it will make the phase significantly easier.