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Throne of Evil

Atop a giant throne, in the darkest and most nefarious of castles, there sits a creature so evil and sinister it is only believed to exist in stories and it’s castle to be empty. This is the belief of the villagers residing in the shadow of this intimidating fortress and naively so. For in truth the creature has been biding its time, waiting like the stalking hunter for its prey to lower its guard and strike when it is most vulnerable. The life inside of the castle has been dull and quiet and the ruler of the keep has had enough of waiting. The time for praying and thanking the “Peace and Quiet” is now over, as the only thing that will be worshipped after this day, is the Evil Overlord.

 

The story is about an Evil Overlord that has been growing tired of dwelling in its dark fortress, ruling over its minions and watching the nearby villagers live in happiness and harmony. One day, this Evil Overlord gets the idea of taking advantage of the villagers ignorance and starts wreaking havoc in the village, killing them at random through the usage of sinister traps and dark magic.

High Concept

 

Our game is a omnipresent representation of evil that wanted to simulate how a villain experiences the game world, opposed to the stereotypical hero that can bee seen in most RPG games. 

 

We primarily did this by creating a nefarious-looking throne to initialise the aesthetic one would feel as an evil ruler. Through the throne there are buttons and levers to be used, because it could be related to the layout of the typical super-villain type found in television and games. 

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Player's Role

 

The player is playing as the Evil Overlord and will kill enemies and generate score points.

Player's Goal

 

The goal of the player is to achieve the highest score possible by combining spells and traps into unique combinations before the run out of time.

Mechanics

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High
Score

Voice Command


Traps


Spells

Tools and Code Specification

  • Unity3D

  • C#

  • Visual Studio 2017

  • Git Version Control

 

 

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My Role
As game designer, I was part of the design process and helped finalise mechanics of the game. As a programmer, I coded the Highscore, Gameplay Sequences, Timers, UI, UI Menu, Artificial Intelligence of the Villagers, Environment Setup, Spells, Traps and Words used in Voice Commands. Please note that the game has many different combo's you can use for all the spells and traps, those were organised by the other coders on the project. As the music designer I also designed and produced the soundtrack of the game.

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