Purgatory
In Purgatory, players assume the role of the four horsemen of the apocalypse, tasked with retaining the balance between heaven and hell. When heaven launches a full-out assault on hell, the horsemen are the last hope for the world to survive as we know it. In order for the players to stand victorious they need to vanquish the forces of heaven and bring down the four heaven gates that summon them.
Purgatory is a 4 player co-op Hero Defense game in which players battle hordes of enemies in order to defend their base. Inspired by the Tower Defense genre and games such as DOTA, League of Legends, and Diablo, we created a game where up to 4 players can fight cooperatively against large AI armies. Each player has a unique set of abilites at their disposal to combat the forces of heaven. Death is able to fear its enemies, making them harmless in combat, while conquest can take over enemy minions. Famine can use diseases to infect entire armies and War is able to incite a rebellion amongst heaven’s ranks, causing them to fight each other.
One of the key features of Purgatory is the soul store where players can purchase items to make their character stronger. Using the souls of their defeated opponents as currency, players can upgrade sixteen different attributes of their horsemen with the items for sale at the soul store. This allows players to build their character in a different way every time they play.
One of the key features of Purgatory is the soul store where players can purchase items to make their character stronger. Using the souls of their defeated opponents as currency, players can upgrade sixteen different attributes of their horsemen with the items for sale at the soul store. This allows players to build their character in a different way every time they play.
Purgatory is a student project that was developed as a part of the International Game Architecture and Design Bachelor programme in the Netherlands. Purgatory was built in 30 days with a team of 3 designers, 4 programmers, 7 artists and 3 audio engineers.
As one of the three designers on the Project I worked on nearly every aspect of the game. From designing and balancing the abilities for every character to the level design, UI layout and writing. During the project I worked closely with people from every discipline involved in order preserve and encapsulate our vision in the final product.
With the link below you can download some documentation that I am writing for the programmers. I use it to communicate the way each character's abilities function and which variables of the abilities we as designers want to be able to adjust. We are currently using this documentation for the project, and as a result not all abilities are final, some are even pending redesign. Programmers are also kept up to date on which abilities are final through this document.
As one of the three designers on the Project I worked on nearly every aspect of the game. From designing and balancing the abilities for every character to the level design, UI layout and writing. During the project I worked closely with people from every discipline involved in order preserve and encapsulate our vision in the final product.
With the link below you can download some documentation that I am writing for the programmers. I use it to communicate the way each character's abilities function and which variables of the abilities we as designers want to be able to adjust. We are currently using this documentation for the project, and as a result not all abilities are final, some are even pending redesign. Programmers are also kept up to date on which abilities are final through this document.
jesse_p_ravensbergen_purgatory_character_abilities.pdf | |
File Size: | 159 kb |
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