DAVID BROWN
LEVEL DESIGNER

Umbrian
Phylactery is a Dark, Turn-Based Dungeon Crawler. Using the resources you gain from dungeons you must rebuild your town and increase the strength of your party.
ROLE & RESPONSIBILITIES
For the duration of Umbrian I was a Gameplay Programmer. My responsibilities included:​​
-
Version Control Management including utilising Git Flow with Tortoise Git.
-
Constantly iterating our movement until the team and our play testers enjoyed the feeling.
-
Developing and evolving the spell logic for blink and fireball, providing different versions in order to gain critical feedback.
-
Creating and maintaining interactions between the gameplay and the UI.
-
Expand on the world by providing an interacting system for the player. (For tutorials etcetera).
NOTES ON RESPONSIBILITIES
- Throughout the project, the player movement was at the forefront of my mind. At our group's sprint meetings that took place every two weeks, my supervisor would review the movement that I had iterated upon during that sprint. It took around 3 weeks or so of full focus to get it to a point where most of the people who played were happy with the result.
-
The key to the success with the movement was the research I did into the methods used in previously released platformers such as Super Mario Bros. There needed to be a much higher gravity scale than I had imagined at the start of development. Similarly, I needed to focus on adding quality of life additions to the movement such as a coyote jump and adding a jump buffer. I discovered many of these improvements from GDC talks, however, this video explains both of the features rather well: Improve Annoying Jump Controls With Coyote Time and Jump Buffering (Unity Tutorial) - YouTube​
LINK: Umbrian by GamesDevDave

