Lock-Mon
Concept
A horror twist on the Monster catching genre of games. It's meant for those who want a challenge to progress instead of just winning by playing.
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Roles
My roles on the project include:
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Game Director
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Gameplay Programmer
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Game Designer
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Content Creator
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Game Director
My main responsibility to the project was ensuring everyone knew what they were doing at any one time and the current state of the project.
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As part of team management I designated weekly tasks for every team member, updated the state of those tasks during the weekly meeting, and adjusted the timeline for the project based on what still needed to be completed before next release.
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This meant innovating adaptive solutions such as explaining scrapped game Mechanics as lore.
Gameplay Programmer
My purpose as the programmer handling gameplay is to make modular code that could handle adding new types of objects when we create more creatures and levels to add to the later chapters of the game.
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I designed the battles to be a state machine that would switch in a cycle having the GUI check which state the battle object was in to adjust which information was showing.
Game Designer
I thought ahead and designed specifications for how future components should be implemented such as how information is saved after battles and using dictionary data structures to save all of our creature information.
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It was important to plan out our timeline so after our initial demo I created documents to explain:
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The gameplay loop
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Story
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Characters
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Chapter Release Timeline
Content Creator
I thought ahead and designed specifications for how future components should be implemented such as how information is saved after battles and using dictionary data structures to save all of our creature information.
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I defined all game mechanics in the game in design documents so any one would be able to replicate them or clarify the impact certain task would have on the game.