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Ultraboy Odyssey
ROLE
System Designer
Level Designer
Game Developer
OVERVIEW
Ultraboy Odyssey is a third-person adventure game. The core feature of the game is in the gameplay, the player character can change their combat style, abilities, and movement by stealing different elemental power from enemies or elemental shards. The game is focused on platforming, puzzle-solving, and combat.
YEAR/DURATION
2022/Six Month
GENRE
Third-person adventure
DEVELOPER
10 O'Clock Ravens
PLATFORM
PC
Role/Works
System Design

Changed the original melee ranged ultra hook into a ranged ability. Worked on the cable system, animation, and the code for swapping abilities. Lastly, I worked on the elemental aura swapping.

I built the turtle enemy AI piece by piece on the behavior tree. I added the basic patrol system, detection functions, and chasing phase first. Then I added in a melee attack, searching phase after losing the player, and the shield system. In the end to increase the player feedback, I added attack telegraph for both the turtle and the bat enemies AI. In order for the player can dodge the melee attack after they see the telegraph, I added a fake attack animation when the player is out of the range.

I wanted to create a feature that has the use of bouncing fireballs. Since we already have a lightable torch available, I made this hidden bridge, connected different features together to form this puzzle.

Level The Origin Level Part 1:
I made the starting location environment similar to the end of the previous level. The first section focus on introducing new mechanics to the player.
The Origin Level Part3:
Following the IPM process. After previous levels and practices, now the player will face the final challenge and combat. Also, the player will reveal the secret behind the entire game.
Create the melee combo attack system, connect animation notify point with melee damage blueprint, balance the melee damage output, loop around three different attack animations.
When the player is equipping the water element as primary, the player can hold Q to summon the shield which can deflect all incoming damage. When the player is holding the shield, press E can cast the shield throw ability. I was in charge of this entire system

I had the idea of creating a projectile trap since I made the water shield ability. I love creating features that can build up from existing features. Later on, I discovered more ways to use the bounced fireball.
Level/Puzzle Design

I am a fast level prototyper, and I also focus on the details. In this game, I prototyped three levels, each one of them has unique theme and navigation.

The water current feature acts as a hazard that challenges the player on controlling the movement of the character. The character will be pushed with the current flow if the player didn't have the water shield activated. The combination of the shooting wall and water current increase the difficulty of the puzzle

The Origin Level Part2:
After the first section, the player enters the main hall with different paths to choose from. I set up rewards for exploring the level and solving puzzles.



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