Tomorrow After is a first person RPG in the vein of an Obsidian or Bethesda game where you play as a prisoner waking up from an ancient prison in an unfamilar world that was destroyed in the past, and wandering around a wasteland to rediscover whats become of the world.
Bring a complex project from idea to a playable state and deliver a satisfying gameplay experience.
The game design is in line with first person RPGs with some extra additions to add uniqueness.
Final Boss has multiple attacks and two phases, I didnt just want a flat bullet sponge. I wanted the fight to be in an interesting arena as well, so theres these bookshelves that rotate around providing moving cover from the Wizard’s grenade launcher. Half way through the fight, more attacks become available to the Wizard. I wanted to keep players on their toes as the wizard flies around and teleports around them while summoning lighting and fireballs
Giving players access to magic spells in a post apocalypse type environment lends to an interesting and unique setting while also providing the player with a way to engage with the environment for combat and puzzle solving
I wanted to add uniqueness to crafting, so I wanted the player to be able to craft powerful potions that do more than just give more health and buffs, the player is able to craft a potion that gives them wings to fly over enemies and other powerful additions that add more flavor to gameplay. This extends to perks as well. I like it when the player can unlock new abilities, and as such each perk gives the player a new way to engage with the world.
I wanted every major location the player to could go to, I feel like its important for progression and orientation that the player is always able to see at least one landmark in the distance, it also makes the back drop more visual interesting
Both dungeons act as sort of spirals that end with a way back to the start to avoid backtracking, and the whole dungeon is built with this in mind. It provided to me a design challenge to maintain a sort of internal consistency with this in mind. Each dungeon comprise of multiple hallways and each floor in the tower revolves around some kind of puzzle the player needs to solve
The outpost in the overworld was designed with multiple ways in. I wanted to give players multiple ways to tackle open world areas. The most dangerous way is the frontal assault with 3 turrets that create a kill zone in the front courtyard. Players can use magic to manipulate boxes around the back to climb on. They can also crawl under the fence if they have the perk that unlocks crawling. This allows for player freedom in how they engage with the zone.
Scattered throughout the overworld are extra areas with bonus crafting items and powerful weapons if they decide to take a look around in unmarked areas. I like rewarding players who take the time to explore.