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Project Overview

Cora's Redemption is a game built upon its predecessor, Cora's Beginning, incorporating enhanced mechanics and narrative elements such as branching dialogue, optional areas, and new enemy AI types. The project also improved the visual quality with parallax backgrounds and additional visual features. One of the key goals was to refine my skills in Unreal Engine while creating a meaningful portfolio piece. However, I faced several challenges, including underestimating the complexity of implementing branching narratives, and technical difficulties with porting to Android. Despite this, I successfully delivered the project as intended, meeting my personal and professional objectives.

Design Process

Concept Development:
Expanded upon the success of Cora's Beginning, with a focus on improving player engagement. Developed branching dialogue, optional exploration areas, and enhanced enemy AI to create a more dynamic player experience. Set primary project goals to refine Unreal Engine skills and create a more immersive gameplay experience.

Prototyping and Iteration:
Prototyped key mechanics like the dash and upgraded AI systems to test feasibility and engagement. Iterations revealed the complexity of the branching narrative system, leading to scope adjustments and a more straightforward approach to dialogue and event scripting.

Level Design:
Designed environments that complemented new player mechanics, encouraging exploration while guiding players with clear signposting. Balanced difficulty to reward players for discovering hidden areas without overwhelming them.

AI and Systems Implementation:
Used Unreal Engine’s Blueprints to create adaptive enemy AI that responds to player actions and upgrades, offering unique challenges based on player progress.

Visual Design and UI Integration:
Enhanced the visual aesthetic with parallax backgrounds and improved UI elements. Integrated new UI assets from external sources like itch.io, improving overall presentation and user experience through clear icons and menus.

Features

Locations

Post-Mortem

What Went Well:

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Mechanics Development:
The implementation of the dash mechanic and enhanced enemy AI worked smoothly and added depth to the player experience. These systems integrated well with the core gameplay, providing fluid and responsive combat and exploration.

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Level Design:
The levels successfully encouraged exploration without overwhelming the player. Signposting helped guide players subtly, and hidden areas offered rewarding discoveries, balancing challenge and accessibility.

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Narrative Choices:
While simplified, the branching dialogue system provided a sense of agency. Player choices were impactful enough to engage users without complicating the overall storyline.

 

Challenges Faced:

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  • Complexity of Branching Dialogue:
    Initially, the branching narrative system proved to be more complex than anticipated, which required scaling back some of the planned dialogue options. Simplifying the system allowed for a more cohesive storyline, though it limited the depth of some player choices.

  • Time Constraints:
    Due to time limitations, certain features, such as advanced AI behaviors and more intricate narrative branches, had to be postponed for future updates. This taught me to focus on prioritising key elements for the initial release while leaving room for future iteration.

  • Balancing Difficulty:
    Tuning the difficulty of enemy AI to match player progression was a challenge. Early iterations were either too easy or overly difficult, requiring multiple adjustments to create a balanced experience.

 

What Could Be Improved:

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  • Expanding Narrative Complexity:
    With more time, the narrative system could be expanded to include more meaningful and divergent story branches. Future updates will focus on adding more complexity to player decisions.

  • AI Refinements:
    While the AI performed well overall, there are additional behaviors I’d like to implement, such as more adaptive enemy responses to player strategies and environmental changes.

  • Polish and Visuals:
    While the game achieved a polished look, further improvements in visual feedback, such as enhanced animations or additional effects for combat and exploration, could improve the overall player experience.

 

Key Takeaways:

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  • Simplifying for Scope:
    One major takeaway was learning to simplify ambitious mechanics and narrative systems to fit within the scope of the project. By focusing on core gameplay features first, I ensured that the game was functional and fun, even with a reduced feature set.

  • Iterative Development:
    Iterating on core mechanics, such as the dash and AI, helped refine the gameplay experience. Regular playtesting and feedback loops were essential to ensuring a smooth and balanced game.

  • Future Growth:
    The project highlighted areas for growth, particularly in narrative design and AI development. These will be the focus of future updates or projects.

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